From 98f36d335ec5606315ab58c0d8f78d4b664abb88 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 27 Feb 2024 19:33:04 +0100 Subject: [PATCH] Merge Sphinx translations with Weblate translations, sync classref --- classes/zh_CN/class_@globalscope.rst | 22 +- classes/zh_CN/class_aabb.rst | 258 ++- classes/zh_CN/class_animation.rst | 10 +- classes/zh_CN/class_array.rst | 4 +- classes/zh_CN/class_basis.rst | 2 +- classes/zh_CN/class_canvastexture.rst | 2 +- classes/zh_CN/class_collisionpolygon2d.rst | 2 + classes/zh_CN/class_directionallight3d.rst | 2 +- classes/zh_CN/class_engine.rst | 2 +- classes/zh_CN/class_graphedit.rst | 22 +- classes/zh_CN/class_image.rst | 26 +- classes/zh_CN/class_inputeventmidi.rst | 2 +- classes/zh_CN/class_label.rst | 2 + classes/zh_CN/class_lightmapgi.rst | 12 +- classes/zh_CN/class_menubar.rst | 4 +- classes/zh_CN/class_navigationserver3d.rst | 2 +- classes/zh_CN/class_node.rst | 469 +++--- classes/zh_CN/class_object.rst | 2 +- classes/zh_CN/class_packedbytearray.rst | 6 +- classes/zh_CN/class_packedcolorarray.rst | 2 +- classes/zh_CN/class_packedfloat32array.rst | 2 +- classes/zh_CN/class_packedfloat64array.rst | 2 +- classes/zh_CN/class_packedint32array.rst | 2 +- classes/zh_CN/class_packedint64array.rst | 2 +- classes/zh_CN/class_packedstringarray.rst | 2 +- classes/zh_CN/class_packedvector2array.rst | 2 +- classes/zh_CN/class_packedvector3array.rst | 2 +- classes/zh_CN/class_primitivemesh.rst | 4 +- classes/zh_CN/class_projectsettings.rst | 16 +- classes/zh_CN/class_quaternion.rst | 16 +- classes/zh_CN/class_raycast2d.rst | 2 +- classes/zh_CN/class_raycast3d.rst | 2 +- .../class_rdpipelinedepthstencilstate.rst | 82 +- classes/zh_CN/class_renderingdevice.rst | 2 +- classes/zh_CN/class_renderingserver.rst | 20 +- classes/zh_CN/class_resourceimporterobj.rst | 2 +- classes/zh_CN/class_resourceimporterscene.rst | 6 +- classes/zh_CN/class_richtexteffect.rst | 2 +- classes/zh_CN/class_richtextlabel.rst | 27 +- classes/zh_CN/class_skeleton3d.rst | 20 +- classes/zh_CN/class_softbody3d.rst | 16 +- classes/zh_CN/class_sprite2d.rst | 6 +- classes/zh_CN/class_sprite3d.rst | 6 +- classes/zh_CN/class_string.rst | 27 +- classes/zh_CN/class_stringname.rst | 33 +- classes/zh_CN/class_surfacetool.rst | 2 +- classes/zh_CN/class_textserver.rst | 6 +- classes/zh_CN/class_texture2d.rst | 4 +- classes/zh_CN/class_transform2d.rst | 2 +- classes/zh_CN/class_transform3d.rst | 2 +- classes/zh_CN/class_tween.rst | 2 +- classes/zh_CN/class_vehiclewheel3d.rst | 2 +- classes/zh_CN/class_window.rst | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/cs/LC_MESSAGES/about/docs_changelog.po | 59 +- sphinx/po/cs/LC_MESSAGES/about/faq.po | 604 ++++--- .../po/cs/LC_MESSAGES/about/introduction.po | 127 +- .../cs/LC_MESSAGES/about/list_of_features.po | 212 ++- .../po/cs/LC_MESSAGES/about/release_policy.po | 56 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/cs/LC_MESSAGES/community/channels.po | 70 +- .../po/cs/LC_MESSAGES/community/tutorials.po | 208 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 5 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 5 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 10 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 5 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 285 +++- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 5 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 5 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 5 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 5 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 20 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 5 +- .../first_3d_game/02.player_input.po | 5 +- .../first_3d_game/03.player_movement_code.po | 20 +- .../first_3d_game/04.mob_scene.po | 8 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 6 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 20 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 6 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/cs/LC_MESSAGES/index.po | 69 +- sphinx/po/cs/LC_MESSAGES/sphinx.po | 15 +- .../tutorials/2d/2d_antialiasing.po | 5 +- .../tutorials/2d/2d_lights_and_shadows.po | 5 +- .../cs/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 651 +++++--- .../po/cs/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 5 +- .../tutorials/2d/using_tilesets.po | 5 +- .../tutorials/3d/3d_antialiasing.po | 5 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/cs/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../cs/LC_MESSAGES/tutorials/3d/csg_tools.po | 6 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 8 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 19 +- .../3d/global_illumination/using_sdfgi.po | 5 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/cs/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 24 +- .../cs/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 276 ++++ .../tutorials/3d/particles/collision.po | 294 ++++ .../tutorials/3d/particles/complex_shapes.po | 139 ++ .../creating_a_3d_particle_system.po | 190 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 656 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 124 ++ .../tutorials/3d/particles/trails.po | 233 +++ .../tutorials/3d/particles/turbulence.po | 188 +++ .../3d/physical_light_and_camera_units.po | 14 +- .../3d/procedural_geometry/arraymesh.po | 12 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 10 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 5 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 5 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 8 +- .../importing_3d_scenes/available_formats.po | 5 +- .../import_configuration.po | 5 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 11 +- .../assets_pipeline/importing_images.po | 91 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../cs/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 48 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 16 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 5 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 6 +- .../cs/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 5 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 8 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 8 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../cs/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/cs/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../cs/LC_MESSAGES/tutorials/i18n/locales.po | 8 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../cs/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 5 +- .../cs/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/cs/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 5 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/cs/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 11 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 35 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 8 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 11 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 501 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 39 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../cs/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 8 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 11 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 11 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../cs/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 5 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 14 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 5 +- .../scripting/c_sharp/c_sharp_exports.po | 15 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 85 + .../scripting/c_sharp/diagnostics/GD0002.po | 87 + .../scripting/c_sharp/diagnostics/GD0101.po | 83 + .../scripting/c_sharp/diagnostics/GD0102.po | 86 + .../scripting/c_sharp/diagnostics/GD0103.po | 86 + .../scripting/c_sharp/diagnostics/GD0104.po | 81 + .../scripting/c_sharp/diagnostics/GD0105.po | 79 + .../scripting/c_sharp/diagnostics/GD0106.po | 89 + .../scripting/c_sharp/diagnostics/GD0107.po | 5 +- .../scripting/c_sharp/diagnostics/GD0201.po | 97 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 101 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 88 + .../scripting/c_sharp/diagnostics/GD0302.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 83 + .../scripting/c_sharp/diagnostics/GD0401.po | 87 + .../scripting/c_sharp/diagnostics/GD0402.po | 83 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 5 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 81 +- .../gdscript_documentation_comments.po | 5 +- .../scripting/gdscript/gdscript_exports.po | 5 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 74 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 16 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../cs/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 5 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 5 +- .../shader_reference/shading_language.po | 16 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 5 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 20 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 7 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 8 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/cs/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 23 +- .../po/cs/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 5 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/de/LC_MESSAGES/about/docs_changelog.po | 51 +- sphinx/po/de/LC_MESSAGES/about/faq.po | 27 +- .../po/de/LC_MESSAGES/about/introduction.po | 9 +- .../de/LC_MESSAGES/about/list_of_features.po | 73 +- .../po/de/LC_MESSAGES/about/release_policy.po | 55 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/de/LC_MESSAGES/community/channels.po | 89 +- .../po/de/LC_MESSAGES/community/tutorials.po | 301 ++-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 7 +- .../compiling/compiling_for_linuxbsd.po | 10 +- .../compiling/compiling_for_macos.po | 22 +- .../compiling/compiling_for_web.po | 10 +- .../compiling/compiling_for_windows.po | 14 +- .../compiling/compiling_with_dotnet.po | 34 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 6 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 4 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 4 +- .../core_and_modules/custom_platform_ports.po | 4 +- .../custom_resource_format_loaders.po | 8 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 288 +++- .../core_and_modules/object_class.po | 11 +- .../core_and_modules/unit_testing.po | 4 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 6 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 8 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 6 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 4 +- .../editor_and_docs_localization.po | 10 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 4 +- .../contributing/ways_to_contribute.po | 11 +- .../workflow/bisecting_regressions.po | 4 +- .../workflow/bug_triage_guidelines.po | 4 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 4 +- .../contributing/workflow/pr_workflow.po | 45 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 4 +- .../first_2d_game/02.player_scene.po | 15 +- .../first_2d_game/03.coding_the_player.po | 12 +- .../first_2d_game/04.creating_the_enemy.po | 5 +- .../first_2d_game/05.the_main_game_scene.po | 7 +- .../first_2d_game/06.heads_up_display.po | 9 +- .../first_2d_game/07.finishing-up.po | 6 +- .../getting_started/first_2d_game/index.po | 23 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 30 +- .../first_3d_game/04.mob_scene.po | 6 +- .../first_3d_game/05.spawning_mobs.po | 9 +- .../first_3d_game/06.jump_and_squash.po | 4 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 14 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 12 +- .../getting_started/first_3d_game/index.po | 24 +- .../introduction/first_look_at_the_editor.po | 4 +- .../introduction/godot_design_philosophy.po | 6 +- .../getting_started/introduction/index.po | 5 +- .../introduction/introduction_to_godot.po | 6 +- .../introduction/key_concepts_overview.po | 10 +- .../introduction/learning_new_features.po | 4 +- .../getting_started/step_by_step/index.po | 12 +- .../step_by_step/instancing.po | 34 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 9 +- .../step_by_step/scripting_languages.po | 4 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 8 +- sphinx/po/de/LC_MESSAGES/index.po | 16 +- sphinx/po/de/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 69 +- .../tutorials/2d/2d_lights_and_shadows.po | 36 +- .../de/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 83 +- .../tutorials/2d/2d_sprite_animation.po | 198 ++- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 10 +- .../tutorials/2d/custom_drawing_in_2d.po | 857 ++++++---- .../po/de/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 313 ++-- .../tutorials/2d/using_tilemaps.po | 342 +++- .../tutorials/2d/using_tilesets.po | 492 +++++- .../tutorials/3d/3d_antialiasing.po | 204 ++- .../tutorials/3d/3d_rendering_limitations.po | 232 +-- .../po/de/LC_MESSAGES/tutorials/3d/3d_text.po | 141 +- .../de/LC_MESSAGES/tutorials/3d/csg_tools.po | 255 ++- .../3d/environment_and_post_processing.po | 786 +++++++-- .../faking_global_illumination.po | 89 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 359 ++++- .../global_illumination/reflection_probes.po | 178 +- .../global_illumination/using_lightmap_gi.po | 471 +++++- .../3d/global_illumination/using_sdfgi.po | 225 ++- .../3d/global_illumination/using_voxel_gi.po | 206 ++- .../tutorials/3d/high_dynamic_range.po | 72 +- .../po/de/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 258 +-- .../tutorials/3d/lights_and_shadows.po | 508 ++++-- .../de/LC_MESSAGES/tutorials/3d/mesh_lod.po | 153 +- .../tutorials/3d/occlusion_culling.po | 276 +++- .../tutorials/3d/particles/attractors.po | 281 ++++ .../tutorials/3d/particles/collision.po | 299 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 200 +++ .../tutorials/3d/particles/index.po | 87 +- .../particles/process_material_properties.po | 680 ++++++++ .../tutorials/3d/particles/properties.po | 273 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 262 ++- .../3d/procedural_geometry/arraymesh.po | 130 +- .../3d/procedural_geometry/immediatemesh.po | 56 +- .../tutorials/3d/procedural_geometry/index.po | 157 +- .../3d/procedural_geometry/meshdatatool.po | 44 +- .../3d/procedural_geometry/surfacetool.po | 43 +- .../tutorials/3d/resolution_scaling.po | 184 ++- .../tutorials/3d/standard_material_3d.po | 567 +++++-- .../LC_MESSAGES/tutorials/3d/using_decals.po | 216 ++- .../tutorials/3d/using_gridmaps.po | 128 +- .../tutorials/3d/using_multi_mesh_instance.po | 92 +- .../tutorials/3d/using_transforms.po | 244 ++- .../tutorials/3d/variable_rate_shading.po | 190 ++- .../tutorials/3d/visibility_ranges.po | 231 ++- .../tutorials/3d/volumetric_fog.po | 305 +++- .../tutorials/animation/2d_skeletons.po | 134 +- .../animation/animation_track_types.po | 100 +- .../tutorials/animation/animation_tree.po | 270 +++- .../tutorials/animation/creating_movies.po | 349 +++- .../tutorials/animation/cutout_animation.po | 253 ++- .../LC_MESSAGES/tutorials/animation/index.po | 12 +- .../tutorials/animation/introduction.po | 331 ++-- .../tutorials/animation/playing_videos.po | 284 +++- .../escn_exporter/animation.po | 53 +- .../assets_pipeline/escn_exporter/index.po | 28 +- .../assets_pipeline/escn_exporter/lights.po | 18 +- .../assets_pipeline/escn_exporter/material.po | 59 +- .../assets_pipeline/escn_exporter/mesh.po | 30 +- .../assets_pipeline/escn_exporter/physics.po | 43 +- .../assets_pipeline/escn_exporter/skeleton.po | 36 +- .../assets_pipeline/exporting_3d_scenes.po | 14 +- .../assets_pipeline/import_process.po | 131 +- .../importing_3d_scenes/available_formats.po | 227 ++- .../import_configuration.po | 498 ++++-- .../importing_3d_scenes/index.po | 13 +- .../model_export_considerations.po | 92 +- .../node_type_customization.po | 161 +- .../importing_audio_samples.po | 253 ++- .../assets_pipeline/importing_images.po | 620 +++++-- .../assets_pipeline/importing_translations.po | 66 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 158 +- .../tutorials/audio/audio_buses.po | 95 +- .../tutorials/audio/audio_effects.po | 208 ++- .../tutorials/audio/audio_streams.po | 71 +- .../de/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 29 +- .../tutorials/audio/sync_with_audio.po | 64 +- .../tutorials/audio/text_to_speech.po | 109 +- .../autoloads_versus_internal_nodes.po | 44 +- .../best_practices/data_preferences.po | 10 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 4 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 24 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 38 +- .../best_practices/project_organization.po | 8 +- .../best_practices/scene_organization.po | 191 +-- .../best_practices/scenes_versus_scripts.po | 4 +- .../best_practices/version_control_systems.po | 9 +- .../best_practices/what_are_godot_classes.po | 56 +- .../tutorials/editor/command_line_tutorial.po | 43 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 7 +- .../tutorials/editor/external_editor.po | 2 +- .../de/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 6 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 58 +- .../changing_application_icon_for_windows.po | 101 +- .../tutorials/export/exporting_for_android.po | 173 +- .../export/exporting_for_dedicated_servers.po | 162 +- .../tutorials/export/exporting_for_ios.po | 102 +- .../tutorials/export/exporting_for_linux.po | 25 +- .../tutorials/export/exporting_for_macos.po | 338 +++- .../tutorials/export/exporting_for_web.po | 255 +-- .../tutorials/export/exporting_for_windows.po | 72 +- .../tutorials/export/exporting_pcks.po | 92 +- .../tutorials/export/exporting_projects.po | 172 +- .../tutorials/export/feature_tags.po | 247 ++- .../de/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 72 +- .../tutorials/export/running_on_macos.po | 84 +- .../po/de/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 262 ++- .../de/LC_MESSAGES/tutorials/i18n/locales.po | 12 +- .../i18n/localization_using_gettext.po | 147 +- .../tutorials/i18n/pseudolocalization.po | 84 +- .../inputs/controllers_gamepads_joysticks.po | 212 ++- .../tutorials/inputs/custom_mouse_cursor.po | 39 +- .../inputs/handling_quit_requests.po | 55 +- .../de/LC_MESSAGES/tutorials/inputs/index.po | 5 +- .../tutorials/inputs/input_examples.po | 130 +- .../tutorials/inputs/inputevent.po | 298 ++-- .../inputs/mouse_and_input_coordinates.po | 26 +- .../tutorials/io/background_loading.po | 44 +- .../tutorials/io/binary_serialization_api.po | 234 +-- .../de/LC_MESSAGES/tutorials/io/data_paths.po | 127 +- .../po/de/LC_MESSAGES/tutorials/io/index.po | 4 +- .../io/runtime_file_loading_and_saving.po | 180 ++- .../LC_MESSAGES/tutorials/io/saving_games.po | 117 +- .../tutorials/math/beziers_and_curves.po | 100 +- .../po/de/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 81 +- .../tutorials/math/matrices_and_transforms.po | 320 +++- .../math/random_number_generation.po | 134 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 266 +-- .../tutorials/math/vectors_advanced.po | 174 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 6 +- .../migrating/upgrading_to_godot_4.2.po | 10 +- .../migrating/upgrading_to_godot_4.po | 11 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 42 +- .../navigation/navigation_debug_tools.po | 77 +- .../navigation_different_actor_area_access.po | 27 +- .../navigation_different_actor_locomotion.po | 17 +- .../navigation_different_actor_types.po | 12 +- .../navigation/navigation_introduction_2d.po | 134 +- .../navigation/navigation_introduction_3d.po | 135 +- .../navigation_optimizing_performance.po | 167 +- .../navigation_using_navigationagents.po | 220 ++- .../navigation_using_navigationlayers.po | 35 +- .../navigation_using_navigationlinks.po | 63 +- .../navigation_using_navigationmaps.po | 47 +- .../navigation_using_navigationmeshes.po | 562 +++++-- .../navigation_using_navigationobstacles.po | 77 +- ...gation_using_navigationpathqueryobjects.po | 34 +- .../navigation_using_navigationpaths.po | 54 +- .../navigation_using_navigationregions.po | 48 +- .../navigation_using_navigationservers.po | 196 ++- .../networking/high_level_multiplayer.po | 308 +++- .../tutorials/networking/http_client_class.po | 12 +- .../networking/http_request_class.po | 97 +- .../LC_MESSAGES/tutorials/networking/index.po | 4 +- .../tutorials/networking/ssl_certificates.po | 28 +- .../tutorials/networking/webrtc.po | 82 +- .../tutorials/networking/websocket.po | 51 +- .../tutorials/performance/cpu_optimization.po | 335 ++-- .../performance/general_optimization.po | 282 ++-- .../tutorials/performance/gpu_optimization.po | 423 ++--- .../tutorials/performance/index.po | 43 +- .../performance/optimizing_3d_performance.po | 190 ++- .../tutorials/performance/thread_safe_apis.po | 62 +- .../tutorials/performance/using_multimesh.po | 56 +- .../performance/using_multiple_threads.po | 47 +- .../tutorials/performance/using_servers.po | 139 +- .../animating_thousands_of_fish.po | 179 +- .../controlling_thousands_of_fish.po | 69 +- .../performance/vertex_animation/index.po | 4 +- .../tutorials/physics/collision_shapes_2d.po | 128 +- .../tutorials/physics/collision_shapes_3d.po | 120 +- .../de/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 106 +- .../physics/large_world_coordinates.po | 191 ++- .../tutorials/physics/physics_introduction.po | 336 ++-- .../tutorials/physics/ragdoll_system.po | 57 +- .../tutorials/physics/ray-casting.po | 96 +- .../tutorials/physics/rigid_body.po | 80 +- .../tutorials/physics/soft_body.po | 71 +- .../physics/troubleshooting_physics_issues.po | 158 +- .../tutorials/physics/using_area_2d.po | 169 +- .../physics/using_character_body_2d.po | 376 ++--- .../android/android_in_app_purchases.po | 173 +- .../platform/android/android_library.po | 229 ++- .../platform/android/android_plugin.po | 340 +++- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 119 +- .../LC_MESSAGES/tutorials/platform/index.po | 4 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 105 +- .../tutorials/platform/ios/plugins_for_ios.po | 123 +- .../platform/web/customizing_html5_shell.po | 137 +- .../platform/web/html5_shell_classref.po | 163 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 67 +- .../plugins/editor/import_plugins.po | 243 +-- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 85 +- .../plugins/editor/installing_plugins.po | 51 +- .../editor/making_main_screen_plugins.po | 100 +- .../plugins/editor/making_plugins.po | 200 ++- .../plugins/editor/visual_shader_plugins.po | 30 +- .../de/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 175 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 263 ++- .../rendering/multiple_resolutions.po | 458 +++++- .../tutorials/rendering/viewports.po | 356 ++-- .../scripting/c_sharp/c_sharp_basics.po | 330 ++-- .../scripting/c_sharp/c_sharp_collections.po | 367 +++-- .../scripting/c_sharp/c_sharp_differences.po | 1281 +++++++-------- .../scripting/c_sharp/c_sharp_exports.po | 245 ++- .../scripting/c_sharp/c_sharp_features.po | 123 +- .../c_sharp/c_sharp_global_classes.po | 17 +- .../scripting/c_sharp/c_sharp_signals.po | 78 +- .../scripting/c_sharp/c_sharp_style_guide.po | 176 +- .../scripting/c_sharp/c_sharp_variant.po | 109 +- .../scripting/c_sharp/diagnostics/GD0001.po | 89 + .../scripting/c_sharp/diagnostics/GD0002.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0101.po | 87 + .../scripting/c_sharp/diagnostics/GD0102.po | 88 + .../scripting/c_sharp/diagnostics/GD0103.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0104.po | 85 + .../scripting/c_sharp/diagnostics/GD0105.po | 83 + .../scripting/c_sharp/diagnostics/GD0106.po | 93 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 44 +- .../scripting/c_sharp/diagnostics/GD0201.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 101 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 93 ++ .../scripting/c_sharp/diagnostics/GD0302.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 81 + .../scripting/c_sharp/diagnostics/GD0401.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0402.po | 80 + .../scripting/c_sharp/diagnostics/index.po | 11 +- .../tutorials/scripting/c_sharp/index.po | 53 +- .../scripting/change_scenes_manually.po | 114 +- .../scripting/creating_script_templates.po | 136 +- .../scripting/cross_language_scripting.po | 99 +- .../debug/custom_performance_monitors.po | 59 +- .../scripting/debug/debugger_panel.po | 156 +- .../tutorials/scripting/debug/index.po | 4 +- .../debug/overview_of_debugging_tools.po | 82 +- .../tutorials/scripting/debug/the_profiler.po | 134 +- .../scripting/evaluating_expressions.po | 104 +- .../tutorials/scripting/filesystem.po | 120 +- .../gdextension/gdextension_cpp_example.po | 315 +++- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 123 +- .../scripting/gdscript/gdscript_advanced.po | 207 ++- .../scripting/gdscript/gdscript_basics.po | 1436 +++++++++++------ .../gdscript_documentation_comments.po | 122 +- .../scripting/gdscript/gdscript_exports.po | 234 ++- .../gdscript/gdscript_format_string.po | 180 ++- .../scripting/gdscript/gdscript_styleguide.po | 304 ++-- .../tutorials/scripting/gdscript/index.po | 6 +- .../scripting/gdscript/static_typing.po | 427 +++-- .../scripting/gdscript/warning_system.po | 40 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 92 +- .../scripting/how_to_read_the_godot_api.po | 117 +- .../scripting/idle_and_physics_processing.po | 82 +- .../LC_MESSAGES/tutorials/scripting/index.po | 15 +- .../scripting/instancing_with_signals.po | 63 +- .../scripting/nodes_and_scene_instances.po | 107 +- .../scripting/overridable_functions.po | 51 +- .../tutorials/scripting/pausing_games.po | 106 +- .../tutorials/scripting/resources.po | 250 +-- .../tutorials/scripting/scene_tree.po | 193 ++- .../tutorials/scripting/scene_unique_nodes.po | 79 +- .../scripting/singletons_autoload.po | 187 ++- .../shaders/advanced_postprocessing.po | 150 +- .../tutorials/shaders/compute_shaders.po | 175 +- .../converting_glsl_to_godot_shaders.po | 134 +- .../shaders/custom_postprocessing.po | 71 +- .../de/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 162 +- .../tutorials/shaders/making_trees.po | 53 +- .../shaders/screen-reading_shaders.po | 141 +- .../tutorials/shaders/shader_materials.po | 47 +- .../shader_reference/canvas_item_shader.po | 298 ++-- .../shaders/shader_reference/fog_shader.po | 93 +- .../shaders/shader_reference/index.po | 4 +- .../shader_reference/particle_shader.po | 224 +-- .../shader_reference/shader_preprocessor.po | 215 ++- .../shader_reference/shading_language.po | 995 +++++++----- .../shaders/shader_reference/sky_shader.po | 209 ++- .../shader_reference/spatial_shader.po | 451 +++--- .../tutorials/shaders/shaders_style_guide.po | 107 +- .../shaders/using_viewport_as_texture.po | 221 ++- .../tutorials/shaders/visual_shaders.po | 175 +- .../shaders/your_first_shader/index.po | 14 +- .../your_first_shader/your_first_2d_shader.po | 151 +- .../your_first_shader/your_first_3d_shader.po | 248 ++- .../your_second_3d_shader.po | 176 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 8 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 687 +++++--- .../tutorials/ui/control_node_gallery.po | 6 +- .../tutorials/ui/custom_gui_controls.po | 93 +- .../tutorials/ui/gui_containers.po | 163 +- .../tutorials/ui/gui_navigation.po | 61 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 325 ++-- .../tutorials/ui/gui_theme_type_variations.po | 72 +- .../tutorials/ui/gui_using_fonts.po | 806 +++++++-- .../tutorials/ui/gui_using_theme_editor.po | 196 ++- .../po/de/LC_MESSAGES/tutorials/ui/index.po | 30 +- .../tutorials/ui/size_and_anchors.po | 74 +- .../tutorials/xr/basic_xr_locomotion.po | 108 +- .../tutorials/xr/deploying_to_android.po | 153 +- .../po/de/LC_MESSAGES/tutorials/xr/index.po | 4 +- .../tutorials/xr/introducing_xr_tools.po | 83 +- .../tutorials/xr/openxr_hand_tracking.po | 315 ++-- .../tutorials/xr/openxr_passthrough.po | 69 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 160 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 396 ++++- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 224 ++- .../about/complying_with_licenses.po | 17 +- .../po/es/LC_MESSAGES/about/docs_changelog.po | 54 +- sphinx/po/es/LC_MESSAGES/about/faq.po | 9 +- .../po/es/LC_MESSAGES/about/introduction.po | 7 +- .../es/LC_MESSAGES/about/list_of_features.po | 293 +++- .../po/es/LC_MESSAGES/about/release_policy.po | 150 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/es/LC_MESSAGES/community/channels.po | 88 +- .../po/es/LC_MESSAGES/community/tutorials.po | 213 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 7 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 13 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 5 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 5 +- .../internal_rendering_architecture.po | 255 ++- .../core_and_modules/object_class.po | 11 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 41 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 28 +- .../first_2d_game/02.player_scene.po | 39 +- .../first_2d_game/03.coding_the_player.po | 72 +- .../first_2d_game/04.creating_the_enemy.po | 56 +- .../first_2d_game/05.the_main_game_scene.po | 74 +- .../first_2d_game/06.heads_up_display.po | 81 +- .../first_2d_game/07.finishing-up.po | 28 +- .../getting_started/first_2d_game/index.po | 15 +- .../first_3d_game/01.game_setup.po | 122 +- .../first_3d_game/02.player_input.po | 90 +- .../first_3d_game/03.player_movement_code.po | 135 +- .../first_3d_game/04.mob_scene.po | 122 +- .../first_3d_game/05.spawning_mobs.po | 106 +- .../first_3d_game/06.jump_and_squash.po | 99 +- .../first_3d_game/07.killing_player.po | 51 +- .../first_3d_game/08.score_and_replay.po | 154 +- .../first_3d_game/09.adding_animations.po | 80 +- .../first_3d_game/going_further.po | 10 +- .../getting_started/first_3d_game/index.po | 14 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 27 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 10 +- .../step_by_step/scripting_languages.po | 10 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 113 +- sphinx/po/es/LC_MESSAGES/index.po | 2 +- sphinx/po/es/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../es/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 775 +++++---- .../po/es/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 5 +- .../tutorials/2d/using_tilemaps.po | 4 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/es/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../es/LC_MESSAGES/tutorials/3d/csg_tools.po | 7 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 14 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/es/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 29 +- .../es/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 279 ++++ .../tutorials/3d/particles/collision.po | 297 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 198 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 662 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 83 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../es/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 49 +- .../autoloads_versus_internal_nodes.po | 36 +- .../best_practices/data_preferences.po | 61 +- .../best_practices/godot_interfaces.po | 16 +- .../best_practices/godot_notifications.po | 115 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 31 +- .../best_practices/node_alternatives.po | 30 +- .../best_practices/project_organization.po | 6 +- .../best_practices/scene_organization.po | 76 +- .../best_practices/scenes_versus_scripts.po | 22 +- .../best_practices/version_control_systems.po | 66 +- .../best_practices/what_are_godot_classes.po | 20 +- .../tutorials/editor/command_line_tutorial.po | 327 ++-- .../tutorials/editor/customizing_editor.po | 23 +- .../tutorials/editor/default_key_mapping.po | 12 +- .../tutorials/editor/external_editor.po | 10 +- .../es/LC_MESSAGES/tutorials/editor/index.po | 26 +- .../tutorials/editor/inspector_dock.po | 5 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 39 +- .../tutorials/editor/project_settings.po | 7 +- .../editor/using_the_android_editor.po | 28 +- .../tutorials/editor/using_the_web_editor.po | 13 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 11 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../es/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/es/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../es/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../es/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../es/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/es/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/es/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 159 +- .../migrating/upgrading_to_godot_4.2.po | 92 +- .../migrating/upgrading_to_godot_4.po | 473 +++--- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 512 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../es/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 4 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 16 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../es/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 86 + .../scripting/c_sharp/diagnostics/GD0002.po | 88 + .../scripting/c_sharp/diagnostics/GD0101.po | 84 + .../scripting/c_sharp/diagnostics/GD0102.po | 87 + .../scripting/c_sharp/diagnostics/GD0103.po | 87 + .../scripting/c_sharp/diagnostics/GD0104.po | 82 + .../scripting/c_sharp/diagnostics/GD0105.po | 80 + .../scripting/c_sharp/diagnostics/GD0106.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 102 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 95 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 84 + .../scripting/c_sharp/diagnostics/GD0401.po | 88 + .../scripting/c_sharp/diagnostics/GD0402.po | 84 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 70 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../es/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 6 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 16 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 13 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 32 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 9 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 5 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/es/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 20 +- .../po/es/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/fr/LC_MESSAGES/about/docs_changelog.po | 63 +- sphinx/po/fr/LC_MESSAGES/about/faq.po | 145 +- .../po/fr/LC_MESSAGES/about/introduction.po | 7 +- .../fr/LC_MESSAGES/about/list_of_features.po | 115 +- .../po/fr/LC_MESSAGES/about/release_policy.po | 51 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/fr/LC_MESSAGES/community/channels.po | 88 +- .../po/fr/LC_MESSAGES/community/tutorials.po | 214 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 5 +- .../compiling/compiling_for_ios.po | 16 +- .../compiling/compiling_for_linuxbsd.po | 5 +- .../compiling/compiling_for_macos.po | 13 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 33 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 10 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 5 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 253 ++- .../core_and_modules/object_class.po | 19 +- .../core_and_modules/unit_testing.po | 5 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 8 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 17 +- .../documentation/class_reference_primer.po | 5 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 4 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 41 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 13 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 9 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 33 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 15 +- .../first_3d_game/07.killing_player.po | 6 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 5 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 30 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 4 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/fr/LC_MESSAGES/index.po | 4 +- sphinx/po/fr/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 14 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../fr/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 784 +++++---- .../po/fr/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 7 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 10 +- .../tutorials/3d/3d_antialiasing.po | 5 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/fr/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../fr/LC_MESSAGES/tutorials/3d/csg_tools.po | 7 +- .../3d/environment_and_post_processing.po | 15 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 28 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/fr/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 30 +- .../fr/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 279 ++++ .../tutorials/3d/particles/collision.po | 297 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 199 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 662 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 4 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 7 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 14 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 13 +- .../assets_pipeline/importing_images.po | 93 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../fr/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 49 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 8 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 6 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 17 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../fr/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 5 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 11 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../fr/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/fr/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 19 +- .../fr/LC_MESSAGES/tutorials/i18n/locales.po | 5 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 9 +- .../inputs/handling_quit_requests.po | 2 +- .../fr/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 18 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 8 +- .../fr/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/fr/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 9 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/fr/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 8 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 5 +- .../navigation/navigation_introduction_3d.po | 5 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 14 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 514 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 83 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 24 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 5 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 11 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../fr/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 10 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 15 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 14 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../fr/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 32 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 13 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 21 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 17 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 86 + .../scripting/c_sharp/diagnostics/GD0002.po | 88 + .../scripting/c_sharp/diagnostics/GD0101.po | 84 + .../scripting/c_sharp/diagnostics/GD0102.po | 87 + .../scripting/c_sharp/diagnostics/GD0103.po | 87 + .../scripting/c_sharp/diagnostics/GD0104.po | 82 + .../scripting/c_sharp/diagnostics/GD0105.po | 80 + .../scripting/c_sharp/diagnostics/GD0106.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 5 +- .../scripting/c_sharp/diagnostics/GD0201.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 102 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 95 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 84 + .../scripting/c_sharp/diagnostics/GD0401.po | 88 + .../scripting/c_sharp/diagnostics/GD0402.po | 84 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 15 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 87 +- .../gdscript_documentation_comments.po | 16 +- .../scripting/gdscript/gdscript_exports.po | 7 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 78 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 15 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 5 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 17 +- .../fr/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 27 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 5 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 6 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 16 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 14 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 33 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 36 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 5 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/fr/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 24 +- .../po/fr/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 12 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 5 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/it/LC_MESSAGES/about/docs_changelog.po | 48 +- sphinx/po/it/LC_MESSAGES/about/faq.po | 17 +- .../po/it/LC_MESSAGES/about/introduction.po | 26 +- .../it/LC_MESSAGES/about/list_of_features.po | 47 +- .../po/it/LC_MESSAGES/about/release_policy.po | 48 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/it/LC_MESSAGES/community/channels.po | 92 +- .../po/it/LC_MESSAGES/community/tutorials.po | 212 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 253 ++- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 5 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 5 +- .../documentation/class_reference_primer.po | 14 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 8 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 6 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 11 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 20 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 2 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/it/LC_MESSAGES/index.po | 10 +- sphinx/po/it/LC_MESSAGES/sphinx.po | 5 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../it/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 666 +++++--- .../po/it/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/it/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../it/LC_MESSAGES/tutorials/3d/csg_tools.po | 8 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/it/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 4 +- .../tutorials/3d/lights_and_shadows.po | 24 +- .../it/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 277 ++++ .../tutorials/3d/particles/collision.po | 295 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 194 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 661 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 125 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 188 +++ .../3d/physical_light_and_camera_units.po | 8 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 82 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../it/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 50 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 39 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 5 +- .../tutorials/editor/external_editor.po | 2 +- .../it/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../it/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/it/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../it/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../it/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../it/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/it/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/it/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 2 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 501 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../it/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 11 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../it/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 86 + .../scripting/c_sharp/diagnostics/GD0002.po | 88 + .../scripting/c_sharp/diagnostics/GD0101.po | 84 + .../scripting/c_sharp/diagnostics/GD0102.po | 87 + .../scripting/c_sharp/diagnostics/GD0103.po | 87 + .../scripting/c_sharp/diagnostics/GD0104.po | 82 + .../scripting/c_sharp/diagnostics/GD0105.po | 80 + .../scripting/c_sharp/diagnostics/GD0106.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 102 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 95 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 84 + .../scripting/c_sharp/diagnostics/GD0401.po | 88 + .../scripting/c_sharp/diagnostics/GD0402.po | 84 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 66 +- .../gdscript_documentation_comments.po | 5 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../it/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 5 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 13 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 8 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/it/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../po/it/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/ja/LC_MESSAGES/about/docs_changelog.po | 48 +- sphinx/po/ja/LC_MESSAGES/about/faq.po | 62 +- .../po/ja/LC_MESSAGES/about/introduction.po | 11 +- .../ja/LC_MESSAGES/about/list_of_features.po | 52 +- .../po/ja/LC_MESSAGES/about/release_policy.po | 48 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/ja/LC_MESSAGES/community/channels.po | 88 +- .../po/ja/LC_MESSAGES/community/tutorials.po | 311 ++-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 7 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 3 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 253 ++- .../core_and_modules/object_class.po | 11 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 64 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 4 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 16 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 33 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 9 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 91 +- .../step_by_step/nodes_and_scenes.po | 61 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 66 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/ja/LC_MESSAGES/index.po | 5 +- sphinx/po/ja/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../ja/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 753 +++++---- .../po/ja/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/ja/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../ja/LC_MESSAGES/tutorials/3d/csg_tools.po | 6 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/ja/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 29 +- .../ja/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 278 ++++ .../tutorials/3d/particles/collision.po | 301 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 198 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 663 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 82 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../ja/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 51 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../ja/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../ja/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/ja/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../ja/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../ja/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../ja/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/ja/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/ja/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 3 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 507 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../ja/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 14 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../ja/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 87 + .../scripting/c_sharp/diagnostics/GD0002.po | 89 + .../scripting/c_sharp/diagnostics/GD0101.po | 85 + .../scripting/c_sharp/diagnostics/GD0102.po | 88 + .../scripting/c_sharp/diagnostics/GD0103.po | 88 + .../scripting/c_sharp/diagnostics/GD0104.po | 83 + .../scripting/c_sharp/diagnostics/GD0105.po | 81 + .../scripting/c_sharp/diagnostics/GD0106.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 103 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 100 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0302.po | 96 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 85 + .../scripting/c_sharp/diagnostics/GD0401.po | 89 + .../scripting/c_sharp/diagnostics/GD0402.po | 85 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 67 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../ja/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 6 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 19 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 14 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 32 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/ja/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../po/ja/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/ko/LC_MESSAGES/about/docs_changelog.po | 48 +- sphinx/po/ko/LC_MESSAGES/about/faq.po | 72 +- .../po/ko/LC_MESSAGES/about/introduction.po | 8 +- .../ko/LC_MESSAGES/about/list_of_features.po | 46 +- .../po/ko/LC_MESSAGES/about/release_policy.po | 46 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/ko/LC_MESSAGES/community/channels.po | 72 +- .../po/ko/LC_MESSAGES/community/tutorials.po | 310 ++-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 280 ++-- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 6 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 14 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 20 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 5 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 5 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 2 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/ko/LC_MESSAGES/index.po | 5 +- sphinx/po/ko/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../ko/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 705 +++++--- .../po/ko/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/ko/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../ko/LC_MESSAGES/tutorials/3d/csg_tools.po | 6 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/ko/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 24 +- .../ko/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 276 ++++ .../tutorials/3d/particles/collision.po | 294 ++++ .../tutorials/3d/particles/complex_shapes.po | 139 ++ .../creating_a_3d_particle_system.po | 198 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 661 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 125 ++ .../tutorials/3d/particles/trails.po | 233 +++ .../tutorials/3d/particles/turbulence.po | 188 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 11 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 82 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../ko/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 50 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../ko/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../ko/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/ko/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../ko/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../ko/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../ko/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/ko/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/ko/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 2 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 11 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 502 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../ko/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 11 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 56 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../ko/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 86 + .../scripting/c_sharp/diagnostics/GD0002.po | 88 + .../scripting/c_sharp/diagnostics/GD0101.po | 84 + .../scripting/c_sharp/diagnostics/GD0102.po | 87 + .../scripting/c_sharp/diagnostics/GD0103.po | 87 + .../scripting/c_sharp/diagnostics/GD0104.po | 82 + .../scripting/c_sharp/diagnostics/GD0105.po | 80 + .../scripting/c_sharp/diagnostics/GD0106.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 102 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 95 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 84 + .../scripting/c_sharp/diagnostics/GD0401.po | 88 + .../scripting/c_sharp/diagnostics/GD0402.po | 84 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 67 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../ko/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 5 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 13 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/ko/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../po/ko/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/pl/LC_MESSAGES/about/docs_changelog.po | 49 +- sphinx/po/pl/LC_MESSAGES/about/faq.po | 23 +- .../po/pl/LC_MESSAGES/about/introduction.po | 6 +- .../pl/LC_MESSAGES/about/list_of_features.po | 58 +- .../po/pl/LC_MESSAGES/about/release_policy.po | 42 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/pl/LC_MESSAGES/community/channels.po | 71 +- .../po/pl/LC_MESSAGES/community/tutorials.po | 310 ++-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 7 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 296 +++- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 6 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 20 +- .../first_3d_game/04.mob_scene.po | 9 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 21 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 7 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/pl/LC_MESSAGES/index.po | 4 +- sphinx/po/pl/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../pl/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 677 +++++--- .../po/pl/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/pl/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../pl/LC_MESSAGES/tutorials/3d/csg_tools.po | 6 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/pl/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 24 +- .../pl/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 277 ++++ .../tutorials/3d/particles/collision.po | 295 ++++ .../tutorials/3d/particles/complex_shapes.po | 139 ++ .../creating_a_3d_particle_system.po | 193 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 661 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 188 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 11 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 12 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 82 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../pl/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 50 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../pl/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../pl/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/pl/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../pl/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../pl/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../pl/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/pl/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/pl/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 2 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 11 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 504 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../pl/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 11 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../pl/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 86 + .../scripting/c_sharp/diagnostics/GD0002.po | 88 + .../scripting/c_sharp/diagnostics/GD0101.po | 84 + .../scripting/c_sharp/diagnostics/GD0102.po | 87 + .../scripting/c_sharp/diagnostics/GD0103.po | 87 + .../scripting/c_sharp/diagnostics/GD0104.po | 82 + .../scripting/c_sharp/diagnostics/GD0105.po | 80 + .../scripting/c_sharp/diagnostics/GD0106.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 102 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 95 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 84 + .../scripting/c_sharp/diagnostics/GD0401.po | 88 + .../scripting/c_sharp/diagnostics/GD0402.po | 84 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 67 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../pl/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 5 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 13 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/pl/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../po/pl/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../pt_BR/LC_MESSAGES/about/docs_changelog.po | 56 +- sphinx/po/pt_BR/LC_MESSAGES/about/faq.po | 65 +- .../pt_BR/LC_MESSAGES/about/introduction.po | 31 +- .../LC_MESSAGES/about/list_of_features.po | 69 +- .../pt_BR/LC_MESSAGES/about/release_policy.po | 70 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../pt_BR/LC_MESSAGES/community/channels.po | 87 +- .../pt_BR/LC_MESSAGES/community/tutorials.po | 224 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 253 ++- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 35 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 6 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 30 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 7 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/pt_BR/LC_MESSAGES/index.po | 21 +- sphinx/po/pt_BR/LC_MESSAGES/sphinx.po | 4 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 771 +++++---- .../pt_BR/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../pt_BR/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../LC_MESSAGES/tutorials/3d/csg_tools.po | 6 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../pt_BR/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 30 +- .../LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 279 ++++ .../tutorials/3d/particles/collision.po | 295 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 198 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 662 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 125 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 82 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 49 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 11 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../pt_BR/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../pt_BR/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../pt_BR/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 2 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 13 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 502 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 15 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 87 + .../scripting/c_sharp/diagnostics/GD0002.po | 89 + .../scripting/c_sharp/diagnostics/GD0101.po | 85 + .../scripting/c_sharp/diagnostics/GD0102.po | 88 + .../scripting/c_sharp/diagnostics/GD0103.po | 88 + .../scripting/c_sharp/diagnostics/GD0104.po | 83 + .../scripting/c_sharp/diagnostics/GD0105.po | 81 + .../scripting/c_sharp/diagnostics/GD0106.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 103 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 100 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0302.po | 96 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 85 + .../scripting/c_sharp/diagnostics/GD0401.po | 89 + .../scripting/c_sharp/diagnostics/GD0402.po | 85 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 67 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 9 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 13 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../pt_BR/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../pt_BR/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/ru/LC_MESSAGES/about/docs_changelog.po | 57 +- sphinx/po/ru/LC_MESSAGES/about/faq.po | 255 ++- .../po/ru/LC_MESSAGES/about/introduction.po | 18 +- .../ru/LC_MESSAGES/about/list_of_features.po | 333 +++- .../po/ru/LC_MESSAGES/about/release_policy.po | 116 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 42 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/ru/LC_MESSAGES/community/channels.po | 89 +- .../po/ru/LC_MESSAGES/community/tutorials.po | 216 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 65 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 4 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 284 ++-- .../core_and_modules/object_class.po | 11 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 41 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 11 +- .../first_2d_game/02.player_scene.po | 21 +- .../first_2d_game/03.coding_the_player.po | 9 +- .../first_2d_game/04.creating_the_enemy.po | 12 +- .../first_2d_game/05.the_main_game_scene.po | 14 +- .../first_2d_game/06.heads_up_display.po | 11 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 11 +- .../first_3d_game/02.player_input.po | 9 +- .../first_3d_game/03.player_movement_code.po | 33 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 15 +- .../introduction/first_look_at_the_editor.po | 31 +- .../introduction/godot_design_philosophy.po | 26 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 50 +- .../introduction/key_concepts_overview.po | 15 +- .../introduction/learning_new_features.po | 17 +- .../getting_started/step_by_step/index.po | 10 +- .../step_by_step/instancing.po | 124 +- .../step_by_step/nodes_and_scenes.po | 42 +- .../step_by_step/scripting_first_script.po | 128 +- .../step_by_step/scripting_languages.po | 81 +- .../step_by_step/scripting_player_input.po | 16 +- .../getting_started/step_by_step/signals.po | 185 +-- sphinx/po/ru/LC_MESSAGES/index.po | 7 +- sphinx/po/ru/LC_MESSAGES/sphinx.po | 4 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 21 +- .../ru/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 771 +++++---- .../po/ru/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/ru/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../ru/LC_MESSAGES/tutorials/3d/csg_tools.po | 7 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/ru/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 128 +- .../tutorials/3d/lights_and_shadows.po | 30 +- .../ru/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 278 ++++ .../tutorials/3d/particles/collision.po | 294 ++++ .../tutorials/3d/particles/complex_shapes.po | 139 ++ .../creating_a_3d_particle_system.po | 198 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 663 ++++++++ .../tutorials/3d/particles/properties.po | 273 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 8 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 5 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 4 +- .../tutorials/animation/creating_movies.po | 8 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 4 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 32 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 7 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 14 +- .../importing_audio_samples.po | 11 +- .../assets_pipeline/importing_images.po | 100 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 11 +- .../tutorials/audio/audio_effects.po | 4 +- .../tutorials/audio/audio_streams.po | 2 +- .../ru/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 48 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 4 +- .../best_practices/version_control_systems.po | 87 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../ru/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 49 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 38 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 36 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 41 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 55 +- .../ru/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 17 +- .../po/ru/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 42 +- .../ru/LC_MESSAGES/tutorials/i18n/locales.po | 5 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 16 +- .../tutorials/inputs/custom_mouse_cursor.po | 38 +- .../inputs/handling_quit_requests.po | 2 +- .../ru/LC_MESSAGES/tutorials/inputs/index.po | 5 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 8 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../ru/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/ru/LC_MESSAGES/tutorials/io/index.po | 4 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 28 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/ru/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 4 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 11 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 13 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 503 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../ru/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 7 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 7 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 16 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 75 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 18 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 6 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../ru/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 39 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 7 +- .../scripting/c_sharp/c_sharp_exports.po | 5 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 87 + .../scripting/c_sharp/diagnostics/GD0002.po | 89 + .../scripting/c_sharp/diagnostics/GD0101.po | 85 + .../scripting/c_sharp/diagnostics/GD0102.po | 88 + .../scripting/c_sharp/diagnostics/GD0103.po | 88 + .../scripting/c_sharp/diagnostics/GD0104.po | 83 + .../scripting/c_sharp/diagnostics/GD0105.po | 81 + .../scripting/c_sharp/diagnostics/GD0106.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 4 +- .../scripting/c_sharp/diagnostics/GD0201.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 103 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 100 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0302.po | 96 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 85 + .../scripting/c_sharp/diagnostics/GD0401.po | 89 + .../scripting/c_sharp/diagnostics/GD0402.po | 85 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 5 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 13 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 167 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 8 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 74 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 4 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 5 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 29 +- .../shaders/custom_postprocessing.po | 2 +- .../ru/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 10 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 17 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 19 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 26 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 6 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/ru/LC_MESSAGES/tutorials/ui/index.po | 7 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../po/ru/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/tr/LC_MESSAGES/about/docs_changelog.po | 49 +- sphinx/po/tr/LC_MESSAGES/about/faq.po | 37 +- .../po/tr/LC_MESSAGES/about/introduction.po | 10 +- .../tr/LC_MESSAGES/about/list_of_features.po | 44 +- .../po/tr/LC_MESSAGES/about/release_policy.po | 48 +- .../LC_MESSAGES/about/system_requirements.po | 421 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/tr/LC_MESSAGES/community/channels.po | 64 +- .../po/tr/LC_MESSAGES/community/tutorials.po | 210 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 252 ++- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 6 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 20 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 2 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/tr/LC_MESSAGES/index.po | 5 +- sphinx/po/tr/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../tr/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 650 +++++--- .../po/tr/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/tr/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../tr/LC_MESSAGES/tutorials/3d/csg_tools.po | 6 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/tr/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 24 +- .../tr/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 275 ++++ .../tutorials/3d/particles/collision.po | 294 ++++ .../tutorials/3d/particles/complex_shapes.po | 139 ++ .../creating_a_3d_particle_system.po | 192 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 658 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 125 ++ .../tutorials/3d/particles/trails.po | 233 +++ .../tutorials/3d/particles/turbulence.po | 188 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 81 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../tr/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 48 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 39 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../tr/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 10 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../tr/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/tr/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../tr/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../tr/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../tr/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/tr/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/tr/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 2 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 11 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 484 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../tr/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 11 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../tr/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 85 + .../scripting/c_sharp/diagnostics/GD0002.po | 87 + .../scripting/c_sharp/diagnostics/GD0101.po | 83 + .../scripting/c_sharp/diagnostics/GD0102.po | 86 + .../scripting/c_sharp/diagnostics/GD0103.po | 86 + .../scripting/c_sharp/diagnostics/GD0104.po | 81 + .../scripting/c_sharp/diagnostics/GD0105.po | 79 + .../scripting/c_sharp/diagnostics/GD0106.po | 89 + .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 97 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 101 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 88 + .../scripting/c_sharp/diagnostics/GD0302.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 83 + .../scripting/c_sharp/diagnostics/GD0401.po | 87 + .../scripting/c_sharp/diagnostics/GD0402.po | 83 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 66 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../tr/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 5 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 13 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/tr/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 19 +- .../po/tr/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../po/uk/LC_MESSAGES/about/docs_changelog.po | 46 +- sphinx/po/uk/LC_MESSAGES/about/faq.po | 66 +- .../po/uk/LC_MESSAGES/about/introduction.po | 7 +- .../uk/LC_MESSAGES/about/list_of_features.po | 205 ++- .../po/uk/LC_MESSAGES/about/release_policy.po | 54 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../po/uk/LC_MESSAGES/community/channels.po | 71 +- .../po/uk/LC_MESSAGES/community/tutorials.po | 194 +-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 6 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 12 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 287 +++- .../core_and_modules/object_class.po | 10 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 39 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 6 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 32 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 8 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 7 +- .../step_by_step/scripting_languages.po | 7 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/uk/LC_MESSAGES/index.po | 2 +- sphinx/po/uk/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../uk/LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 771 +++++---- .../po/uk/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 2 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 2 +- .../tutorials/3d/3d_rendering_limitations.po | 2 +- .../po/uk/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../uk/LC_MESSAGES/tutorials/3d/csg_tools.po | 7 +- .../3d/environment_and_post_processing.po | 8 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 13 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../po/uk/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 30 +- .../uk/LC_MESSAGES/tutorials/3d/mesh_lod.po | 2 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 279 ++++ .../tutorials/3d/particles/collision.po | 294 ++++ .../tutorials/3d/particles/complex_shapes.po | 139 ++ .../creating_a_3d_particle_system.po | 197 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 660 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 125 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 188 +++ .../3d/physical_light_and_camera_units.po | 2 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 2 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 2 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 2 +- .../tutorials/3d/visibility_ranges.po | 2 +- .../tutorials/3d/volumetric_fog.po | 8 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 2 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 2 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 2 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 2 +- .../import_configuration.po | 2 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 2 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 82 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 2 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../uk/LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 48 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 7 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 42 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../uk/LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 2 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 4 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 11 +- .../tutorials/export/exporting_for_web.po | 2 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../uk/LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../po/uk/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../uk/LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../uk/LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../uk/LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../po/uk/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../po/uk/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 2 +- .../migrating/upgrading_to_godot_4.po | 2 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 533 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 2 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../uk/LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 2 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 11 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../uk/LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 16 +- .../rendering/multiple_resolutions.po | 22 +- .../tutorials/rendering/viewports.po | 2 +- .../scripting/c_sharp/c_sharp_basics.po | 9 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 2 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 12 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 86 + .../scripting/c_sharp/diagnostics/GD0002.po | 88 + .../scripting/c_sharp/diagnostics/GD0101.po | 84 + .../scripting/c_sharp/diagnostics/GD0102.po | 87 + .../scripting/c_sharp/diagnostics/GD0103.po | 87 + .../scripting/c_sharp/diagnostics/GD0104.po | 82 + .../scripting/c_sharp/diagnostics/GD0105.po | 80 + .../scripting/c_sharp/diagnostics/GD0106.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 98 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 102 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 95 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 84 + .../scripting/c_sharp/diagnostics/GD0401.po | 88 + .../scripting/c_sharp/diagnostics/GD0402.po | 84 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 2 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 8 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 68 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 2 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 8 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 2 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 2 +- .../converting_glsl_to_godot_shaders.po | 24 +- .../shaders/custom_postprocessing.po | 2 +- .../uk/LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 5 +- .../shaders/shader_reference/fog_shader.po | 2 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 13 +- .../shaders/shader_reference/sky_shader.po | 2 +- .../shader_reference/spatial_shader.po | 11 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 24 +- .../your_first_shader/your_first_3d_shader.po | 2 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 2 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 4 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 2 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../po/uk/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 19 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 20 +- .../po/uk/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 2 +- .../zh_CN/LC_MESSAGES/about/docs_changelog.po | 47 +- sphinx/po/zh_CN/LC_MESSAGES/about/faq.po | 9 +- .../zh_CN/LC_MESSAGES/about/introduction.po | 7 +- .../LC_MESSAGES/about/list_of_features.po | 42 +- .../zh_CN/LC_MESSAGES/about/release_policy.po | 51 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../zh_CN/LC_MESSAGES/community/channels.po | 85 +- .../zh_CN/LC_MESSAGES/community/tutorials.po | 289 ++-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 7 +- .../compiling/compiling_for_linuxbsd.po | 18 +- .../compiling/compiling_for_macos.po | 13 +- .../compiling/compiling_for_web.po | 8 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 28 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 2 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 272 +++- .../core_and_modules/object_class.po | 11 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 8 +- .../development/editor/creating_icons.po | 2 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 2 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 58 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 7 +- .../documentation/content_guidelines.po | 7 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 2 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 41 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 2 +- .../first_2d_game/04.creating_the_enemy.po | 5 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 7 +- .../first_2d_game/07.finishing-up.po | 2 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 27 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 9 +- .../first_3d_game/06.jump_and_squash.po | 8 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 2 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 2 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 9 +- .../step_by_step/scripting_languages.po | 2 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/zh_CN/LC_MESSAGES/index.po | 2 +- sphinx/po/zh_CN/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 2 +- .../tutorials/2d/2d_lights_and_shadows.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 2 +- .../tutorials/2d/custom_drawing_in_2d.po | 736 ++++++--- .../zh_CN/LC_MESSAGES/tutorials/2d/index.po | 2 +- .../tutorials/2d/particle_systems_2d.po | 5 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 2 +- .../tutorials/3d/3d_antialiasing.po | 4 +- .../tutorials/3d/3d_rendering_limitations.po | 7 +- .../zh_CN/LC_MESSAGES/tutorials/3d/3d_text.po | 2 +- .../LC_MESSAGES/tutorials/3d/csg_tools.po | 8 +- .../3d/environment_and_post_processing.po | 44 +- .../faking_global_illumination.po | 2 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 2 +- .../global_illumination/reflection_probes.po | 2 +- .../global_illumination/using_lightmap_gi.po | 67 +- .../3d/global_illumination/using_sdfgi.po | 2 +- .../3d/global_illumination/using_voxel_gi.po | 17 +- .../tutorials/3d/high_dynamic_range.po | 2 +- .../zh_CN/LC_MESSAGES/tutorials/3d/index.po | 2 +- .../tutorials/3d/introduction_to_3d.po | 2 +- .../tutorials/3d/lights_and_shadows.po | 46 +- .../LC_MESSAGES/tutorials/3d/mesh_lod.po | 6 +- .../tutorials/3d/occlusion_culling.po | 2 +- .../tutorials/3d/particles/attractors.po | 280 ++++ .../tutorials/3d/particles/collision.po | 297 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 198 +++ .../tutorials/3d/particles/index.po | 2 +- .../particles/process_material_properties.po | 674 ++++++++ .../tutorials/3d/particles/properties.po | 270 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 26 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 5 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 36 +- .../tutorials/3d/standard_material_3d.po | 2 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 57 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 9 +- .../tutorials/3d/visibility_ranges.po | 50 +- .../tutorials/3d/volumetric_fog.po | 11 +- .../tutorials/animation/2d_skeletons.po | 15 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 63 +- .../tutorials/animation/creating_movies.po | 6 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 32 +- .../tutorials/animation/playing_videos.po | 29 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 12 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 20 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 5 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 9 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 129 +- .../import_configuration.po | 236 ++- .../importing_3d_scenes/index.po | 9 +- .../model_export_considerations.po | 38 +- .../node_type_customization.po | 84 +- .../importing_audio_samples.po | 154 +- .../assets_pipeline/importing_images.po | 316 +++- .../assets_pipeline/importing_translations.po | 5 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 124 +- .../tutorials/audio/audio_buses.po | 5 +- .../tutorials/audio/audio_effects.po | 57 +- .../tutorials/audio/audio_streams.po | 2 +- .../LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 52 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 2 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 16 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 10 +- .../best_practices/scene_organization.po | 44 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 8 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 45 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 21 +- .../LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 6 +- .../tutorials/editor/project_settings.po | 8 +- .../editor/using_the_android_editor.po | 2 +- .../tutorials/editor/using_the_web_editor.po | 2 +- .../tutorials/export/android_gradle_build.po | 57 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 7 +- .../export/exporting_for_dedicated_servers.po | 8 +- .../tutorials/export/exporting_for_ios.po | 37 +- .../tutorials/export/exporting_for_linux.po | 4 +- .../tutorials/export/exporting_for_macos.po | 13 +- .../tutorials/export/exporting_for_web.po | 26 +- .../tutorials/export/exporting_for_windows.po | 4 +- .../tutorials/export/exporting_pcks.po | 18 +- .../tutorials/export/exporting_projects.po | 33 +- .../tutorials/export/feature_tags.po | 22 +- .../LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../zh_CN/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 6 +- .../LC_MESSAGES/tutorials/i18n/locales.po | 12 +- .../i18n/localization_using_gettext.po | 4 +- .../tutorials/i18n/pseudolocalization.po | 6 +- .../inputs/controllers_gamepads_joysticks.po | 37 +- .../tutorials/inputs/custom_mouse_cursor.po | 2 +- .../inputs/handling_quit_requests.po | 2 +- .../LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 88 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../zh_CN/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 21 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 11 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../zh_CN/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 119 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 2 +- .../migrating/upgrading_to_godot_4.2.po | 5 +- .../migrating/upgrading_to_godot_4.po | 124 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 2 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 2 +- .../navigation_using_navigationagents.po | 18 +- .../navigation_using_navigationlayers.po | 2 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 521 ++++-- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 2 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 2 +- .../tutorials/performance/index.po | 2 +- .../performance/optimizing_3d_performance.po | 6 +- .../tutorials/performance/thread_safe_apis.po | 11 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 2 +- .../animating_thousands_of_fish.po | 2 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 7 +- .../tutorials/physics/collision_shapes_3d.po | 7 +- .../LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 2 +- .../tutorials/physics/physics_introduction.po | 30 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 9 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 2 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 27 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 15 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 2 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 2 +- .../tutorials/rendering/jitter_stutter.po | 20 +- .../rendering/multiple_resolutions.po | 24 +- .../tutorials/rendering/viewports.po | 7 +- .../scripting/c_sharp/c_sharp_basics.po | 15 +- .../scripting/c_sharp/c_sharp_collections.po | 10 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 93 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 13 +- .../scripting/c_sharp/c_sharp_signals.po | 58 +- .../scripting/c_sharp/c_sharp_style_guide.po | 7 +- .../scripting/c_sharp/c_sharp_variant.po | 49 +- .../scripting/c_sharp/diagnostics/GD0001.po | 87 + .../scripting/c_sharp/diagnostics/GD0002.po | 92 ++ .../scripting/c_sharp/diagnostics/GD0101.po | 85 + .../scripting/c_sharp/diagnostics/GD0102.po | 86 + .../scripting/c_sharp/diagnostics/GD0103.po | 88 + .../scripting/c_sharp/diagnostics/GD0104.po | 83 + .../scripting/c_sharp/diagnostics/GD0105.po | 81 + .../scripting/c_sharp/diagnostics/GD0106.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 38 +- .../scripting/c_sharp/diagnostics/GD0201.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 89 + .../scripting/c_sharp/diagnostics/GD0302.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 81 + .../scripting/c_sharp/diagnostics/GD0401.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0402.po | 80 + .../scripting/c_sharp/diagnostics/index.po | 4 +- .../tutorials/scripting/c_sharp/index.po | 31 +- .../scripting/change_scenes_manually.po | 2 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 85 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 2 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 11 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 8 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 20 +- .../scripting/gdscript/gdscript_advanced.po | 31 +- .../scripting/gdscript/gdscript_basics.po | 352 ++-- .../gdscript_documentation_comments.po | 20 +- .../scripting/gdscript/gdscript_exports.po | 39 +- .../gdscript/gdscript_format_string.po | 64 +- .../scripting/gdscript/gdscript_styleguide.po | 9 +- .../tutorials/scripting/gdscript/index.po | 4 +- .../scripting/gdscript/static_typing.po | 61 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 62 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 57 +- .../LC_MESSAGES/tutorials/scripting/index.po | 12 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 88 +- .../scripting/overridable_functions.po | 64 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 2 +- .../tutorials/scripting/scene_tree.po | 8 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 2 +- .../tutorials/shaders/compute_shaders.po | 7 +- .../converting_glsl_to_godot_shaders.po | 27 +- .../shaders/custom_postprocessing.po | 2 +- .../LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 2 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 2 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 36 +- .../shaders/shader_reference/fog_shader.po | 4 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 2 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 43 +- .../shaders/shader_reference/sky_shader.po | 4 +- .../shader_reference/spatial_shader.po | 13 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 2 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 32 +- .../your_first_shader/your_first_3d_shader.po | 17 +- .../your_second_3d_shader.po | 2 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 8 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 54 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 7 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 2 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 52 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../zh_CN/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 20 +- .../zh_CN/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 2 +- .../tutorials/xr/openxr_passthrough.po | 2 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 9 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 4 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- .../about/complying_with_licenses.po | 4 +- .../zh_TW/LC_MESSAGES/about/docs_changelog.po | 50 +- sphinx/po/zh_TW/LC_MESSAGES/about/faq.po | 29 +- .../zh_TW/LC_MESSAGES/about/introduction.po | 10 +- .../LC_MESSAGES/about/list_of_features.po | 99 +- .../zh_TW/LC_MESSAGES/about/release_policy.po | 49 +- .../LC_MESSAGES/about/system_requirements.po | 422 +++++ .../community/asset_library/index.po | 2 +- .../asset_library/submitting_to_assetlib.po | 2 +- .../community/asset_library/using_assetlib.po | 2 +- .../asset_library/what_is_assetlib.po | 2 +- .../zh_TW/LC_MESSAGES/community/channels.po | 84 +- .../zh_TW/LC_MESSAGES/community/tutorials.po | 302 ++-- .../best_practices_for_engine_contributors.po | 2 +- .../development/code_style_guidelines.po | 2 +- .../compiling/compiling_for_android.po | 2 +- .../compiling/compiling_for_ios.po | 7 +- .../compiling/compiling_for_linuxbsd.po | 2 +- .../compiling/compiling_for_macos.po | 14 +- .../compiling/compiling_for_web.po | 10 +- .../compiling/compiling_for_windows.po | 2 +- .../compiling/compiling_with_dotnet.po | 32 +- .../compiling_with_script_encryption_key.po | 2 +- .../cross-compiling_for_ios_on_linux.po | 2 +- .../development/compiling/getting_source.po | 2 +- .../development/compiling/index.po | 2 +- .../introduction_to_the_buildsystem.po | 2 +- .../compiling/optimizing_for_size.po | 2 +- .../configuring_an_ide/android_studio.po | 2 +- .../development/configuring_an_ide/clion.po | 2 +- .../configuring_an_ide/code_blocks.po | 2 +- .../development/configuring_an_ide/index.po | 2 +- .../configuring_an_ide/kdevelop.po | 2 +- .../configuring_an_ide/qt_creator.po | 2 +- .../development/configuring_an_ide/rider.po | 2 +- .../configuring_an_ide/visual_studio.po | 2 +- .../configuring_an_ide/visual_studio_code.po | 2 +- .../development/configuring_an_ide/xcode.po | 2 +- .../core_and_modules/2d_coordinate_systems.po | 2 +- .../binding_to_external_libraries.po | 2 +- .../common_engine_methods_and_macros.po | 2 +- .../core_and_modules/core_types.po | 2 +- .../core_and_modules/custom_audiostreams.po | 2 +- .../core_and_modules/custom_godot_servers.po | 2 +- .../core_and_modules/custom_modules_in_cpp.po | 2 +- .../core_and_modules/custom_platform_ports.po | 12 +- .../custom_resource_format_loaders.po | 2 +- .../godot_architecture_diagram.po | 2 +- .../development/core_and_modules/index.po | 2 +- .../inheritance_class_tree.po | 2 +- .../internal_rendering_architecture.po | 463 ++++-- .../core_and_modules/object_class.po | 11 +- .../core_and_modules/unit_testing.po | 2 +- .../core_and_modules/variant_class.po | 2 +- .../development/cpp_usage_guidelines.po | 2 +- .../development/debugging/index.po | 2 +- .../development/debugging/macos_debug.po | 2 +- .../debugging/using_cpp_profilers.po | 2 +- .../development/debugging/using_sanitizers.po | 2 +- .../development/debugging/vulkan/index.po | 2 +- .../vulkan/vulkan_validation_layers.po | 2 +- .../development/editor/creating_icons.po | 4 +- .../development/editor/editor_style_guide.po | 2 +- .../contributing/development/editor/index.po | 2 +- .../introduction_to_editor_development.po | 4 +- .../file_formats/gdscript_grammar.po | 2 +- .../development/file_formats/index.po | 2 +- .../development/file_formats/tscn.po | 2 +- .../contributing/development/index.po | 2 +- .../documentation/building_the_manual.po | 2 +- .../documentation/class_reference_primer.po | 2 +- .../documentation/content_guidelines.po | 2 +- .../contributing_to_the_documentation.po | 2 +- .../documentation/docs_image_guidelines.po | 2 +- .../documentation/docs_writing_guidelines.po | 2 +- .../editor_and_docs_localization.po | 2 +- .../contributing/documentation/index.po | 2 +- .../updating_the_class_reference.po | 2 +- .../contributing/ways_to_contribute.po | 2 +- .../workflow/bisecting_regressions.po | 2 +- .../workflow/bug_triage_guidelines.po | 4 +- .../contributing/workflow/index.po | 2 +- .../workflow/pr_review_guidelines.po | 2 +- .../contributing/workflow/pr_workflow.po | 41 +- .../workflow/testing_pull_requests.po | 2 +- .../first_2d_game/01.project_setup.po | 2 +- .../first_2d_game/02.player_scene.po | 2 +- .../first_2d_game/03.coding_the_player.po | 5 +- .../first_2d_game/04.creating_the_enemy.po | 4 +- .../first_2d_game/05.the_main_game_scene.po | 5 +- .../first_2d_game/06.heads_up_display.po | 10 +- .../first_2d_game/07.finishing-up.po | 8 +- .../getting_started/first_2d_game/index.po | 12 +- .../first_3d_game/01.game_setup.po | 2 +- .../first_3d_game/02.player_input.po | 2 +- .../first_3d_game/03.player_movement_code.po | 32 +- .../first_3d_game/04.mob_scene.po | 2 +- .../first_3d_game/05.spawning_mobs.po | 9 +- .../first_3d_game/06.jump_and_squash.po | 2 +- .../first_3d_game/07.killing_player.po | 2 +- .../first_3d_game/08.score_and_replay.po | 2 +- .../first_3d_game/09.adding_animations.po | 2 +- .../first_3d_game/going_further.po | 4 +- .../getting_started/first_3d_game/index.po | 2 +- .../introduction/first_look_at_the_editor.po | 2 +- .../introduction/godot_design_philosophy.po | 11 +- .../getting_started/introduction/index.po | 2 +- .../introduction/introduction_to_godot.po | 2 +- .../introduction/key_concepts_overview.po | 2 +- .../introduction/learning_new_features.po | 2 +- .../getting_started/step_by_step/index.po | 2 +- .../step_by_step/instancing.po | 22 +- .../step_by_step/nodes_and_scenes.po | 2 +- .../step_by_step/scripting_first_script.po | 13 +- .../step_by_step/scripting_languages.po | 2 +- .../step_by_step/scripting_player_input.po | 2 +- .../getting_started/step_by_step/signals.po | 2 +- sphinx/po/zh_TW/LC_MESSAGES/index.po | 2 +- sphinx/po/zh_TW/LC_MESSAGES/sphinx.po | 2 +- .../tutorials/2d/2d_antialiasing.po | 10 +- .../tutorials/2d/2d_lights_and_shadows.po | 18 +- .../LC_MESSAGES/tutorials/2d/2d_meshes.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_movement.po | 2 +- .../tutorials/2d/2d_sprite_animation.po | 2 +- .../LC_MESSAGES/tutorials/2d/2d_transforms.po | 2 +- .../LC_MESSAGES/tutorials/2d/canvas_layers.po | 4 +- .../tutorials/2d/custom_drawing_in_2d.po | 739 ++++++--- .../zh_TW/LC_MESSAGES/tutorials/2d/index.po | 4 +- .../tutorials/2d/particle_systems_2d.po | 10 +- .../tutorials/2d/using_tilemaps.po | 2 +- .../tutorials/2d/using_tilesets.po | 12 +- .../tutorials/3d/3d_antialiasing.po | 30 +- .../tutorials/3d/3d_rendering_limitations.po | 40 +- .../zh_TW/LC_MESSAGES/tutorials/3d/3d_text.po | 16 +- .../LC_MESSAGES/tutorials/3d/csg_tools.po | 7 +- .../3d/environment_and_post_processing.po | 21 +- .../faking_global_illumination.po | 4 +- .../tutorials/3d/global_illumination/index.po | 2 +- .../introduction_to_global_illumination.po | 18 +- .../global_illumination/reflection_probes.po | 32 +- .../global_illumination/using_lightmap_gi.po | 18 +- .../3d/global_illumination/using_sdfgi.po | 12 +- .../3d/global_illumination/using_voxel_gi.po | 27 +- .../tutorials/3d/high_dynamic_range.po | 12 +- .../zh_TW/LC_MESSAGES/tutorials/3d/index.po | 4 +- .../tutorials/3d/introduction_to_3d.po | 8 +- .../tutorials/3d/lights_and_shadows.po | 90 +- .../LC_MESSAGES/tutorials/3d/mesh_lod.po | 24 +- .../tutorials/3d/occlusion_culling.po | 30 +- .../tutorials/3d/particles/attractors.po | 281 ++++ .../tutorials/3d/particles/collision.po | 297 ++++ .../tutorials/3d/particles/complex_shapes.po | 140 ++ .../creating_a_3d_particle_system.po | 199 +++ .../tutorials/3d/particles/index.po | 6 +- .../particles/process_material_properties.po | 663 ++++++++ .../tutorials/3d/particles/properties.po | 271 ++++ .../tutorials/3d/particles/subemitters.po | 126 ++ .../tutorials/3d/particles/trails.po | 234 +++ .../tutorials/3d/particles/turbulence.po | 189 +++ .../3d/physical_light_and_camera_units.po | 6 +- .../3d/procedural_geometry/arraymesh.po | 2 +- .../3d/procedural_geometry/immediatemesh.po | 2 +- .../tutorials/3d/procedural_geometry/index.po | 4 +- .../3d/procedural_geometry/meshdatatool.po | 2 +- .../3d/procedural_geometry/surfacetool.po | 2 +- .../tutorials/3d/resolution_scaling.po | 42 +- .../tutorials/3d/standard_material_3d.po | 30 +- .../LC_MESSAGES/tutorials/3d/using_decals.po | 30 +- .../tutorials/3d/using_gridmaps.po | 2 +- .../tutorials/3d/using_multi_mesh_instance.po | 2 +- .../tutorials/3d/using_transforms.po | 2 +- .../tutorials/3d/variable_rate_shading.po | 26 +- .../tutorials/3d/visibility_ranges.po | 12 +- .../tutorials/3d/volumetric_fog.po | 28 +- .../tutorials/animation/2d_skeletons.po | 2 +- .../animation/animation_track_types.po | 2 +- .../tutorials/animation/animation_tree.po | 2 +- .../tutorials/animation/creating_movies.po | 42 +- .../tutorials/animation/cutout_animation.po | 2 +- .../LC_MESSAGES/tutorials/animation/index.po | 2 +- .../tutorials/animation/introduction.po | 2 +- .../tutorials/animation/playing_videos.po | 10 +- .../escn_exporter/animation.po | 2 +- .../assets_pipeline/escn_exporter/index.po | 4 +- .../assets_pipeline/escn_exporter/lights.po | 2 +- .../assets_pipeline/escn_exporter/material.po | 2 +- .../assets_pipeline/escn_exporter/mesh.po | 2 +- .../assets_pipeline/escn_exporter/physics.po | 2 +- .../assets_pipeline/escn_exporter/skeleton.po | 2 +- .../assets_pipeline/exporting_3d_scenes.po | 2 +- .../assets_pipeline/import_process.po | 2 +- .../importing_3d_scenes/available_formats.po | 8 +- .../import_configuration.po | 12 +- .../importing_3d_scenes/index.po | 2 +- .../model_export_considerations.po | 8 +- .../node_type_customization.po | 12 +- .../importing_audio_samples.po | 2 +- .../assets_pipeline/importing_images.po | 98 +- .../assets_pipeline/importing_translations.po | 2 +- .../tutorials/assets_pipeline/index.po | 2 +- .../retargeting_3d_skeletons.po | 4 +- .../tutorials/audio/audio_buses.po | 2 +- .../tutorials/audio/audio_effects.po | 2 +- .../tutorials/audio/audio_streams.po | 2 +- .../LC_MESSAGES/tutorials/audio/index.po | 2 +- .../audio/recording_with_microphone.po | 2 +- .../tutorials/audio/sync_with_audio.po | 2 +- .../tutorials/audio/text_to_speech.po | 52 +- .../autoloads_versus_internal_nodes.po | 2 +- .../best_practices/data_preferences.po | 4 +- .../best_practices/godot_interfaces.po | 2 +- .../best_practices/godot_notifications.po | 2 +- .../tutorials/best_practices/index.po | 2 +- .../introduction_best_practices.po | 2 +- .../best_practices/logic_preferences.po | 2 +- .../best_practices/node_alternatives.po | 2 +- .../best_practices/project_organization.po | 2 +- .../best_practices/scene_organization.po | 2 +- .../best_practices/scenes_versus_scripts.po | 2 +- .../best_practices/version_control_systems.po | 8 +- .../best_practices/what_are_godot_classes.po | 2 +- .../tutorials/editor/command_line_tutorial.po | 51 +- .../tutorials/editor/customizing_editor.po | 2 +- .../tutorials/editor/default_key_mapping.po | 2 +- .../tutorials/editor/external_editor.po | 2 +- .../LC_MESSAGES/tutorials/editor/index.po | 2 +- .../tutorials/editor/inspector_dock.po | 2 +- .../editor/managing_editor_features.po | 2 +- .../tutorials/editor/project_manager.po | 4 +- .../tutorials/editor/project_settings.po | 2 +- .../editor/using_the_android_editor.po | 6 +- .../tutorials/editor/using_the_web_editor.po | 4 +- .../tutorials/export/android_gradle_build.po | 2 +- .../changing_application_icon_for_windows.po | 2 +- .../tutorials/export/exporting_for_android.po | 5 +- .../export/exporting_for_dedicated_servers.po | 2 +- .../tutorials/export/exporting_for_ios.po | 35 +- .../tutorials/export/exporting_for_linux.po | 2 +- .../tutorials/export/exporting_for_macos.po | 11 +- .../tutorials/export/exporting_for_web.po | 6 +- .../tutorials/export/exporting_for_windows.po | 2 +- .../tutorials/export/exporting_pcks.po | 2 +- .../tutorials/export/exporting_projects.po | 24 +- .../tutorials/export/feature_tags.po | 2 +- .../LC_MESSAGES/tutorials/export/index.po | 2 +- .../tutorials/export/one-click_deploy.po | 2 +- .../tutorials/export/running_on_macos.po | 2 +- .../zh_TW/LC_MESSAGES/tutorials/i18n/index.po | 2 +- .../i18n/internationalizing_games.po | 2 +- .../LC_MESSAGES/tutorials/i18n/locales.po | 2 +- .../i18n/localization_using_gettext.po | 5 +- .../tutorials/i18n/pseudolocalization.po | 2 +- .../inputs/controllers_gamepads_joysticks.po | 9 +- .../tutorials/inputs/custom_mouse_cursor.po | 4 +- .../inputs/handling_quit_requests.po | 2 +- .../LC_MESSAGES/tutorials/inputs/index.po | 2 +- .../tutorials/inputs/input_examples.po | 2 +- .../tutorials/inputs/inputevent.po | 8 +- .../inputs/mouse_and_input_coordinates.po | 2 +- .../tutorials/io/background_loading.po | 2 +- .../tutorials/io/binary_serialization_api.po | 2 +- .../LC_MESSAGES/tutorials/io/data_paths.po | 2 +- .../zh_TW/LC_MESSAGES/tutorials/io/index.po | 2 +- .../io/runtime_file_loading_and_saving.po | 2 +- .../LC_MESSAGES/tutorials/io/saving_games.po | 2 +- .../tutorials/math/beziers_and_curves.po | 2 +- .../zh_TW/LC_MESSAGES/tutorials/math/index.po | 2 +- .../tutorials/math/interpolation.po | 2 +- .../tutorials/math/matrices_and_transforms.po | 2 +- .../math/random_number_generation.po | 2 +- .../LC_MESSAGES/tutorials/math/vector_math.po | 2 +- .../tutorials/math/vectors_advanced.po | 2 +- .../LC_MESSAGES/tutorials/migrating/index.po | 2 +- .../migrating/upgrading_to_godot_4.1.po | 6 +- .../migrating/upgrading_to_godot_4.2.po | 6 +- .../migrating/upgrading_to_godot_4.po | 12 +- .../LC_MESSAGES/tutorials/navigation/index.po | 2 +- .../navigation_connecting_navmesh.po | 2 +- .../navigation/navigation_debug_tools.po | 4 +- .../navigation_different_actor_area_access.po | 2 +- .../navigation_different_actor_locomotion.po | 2 +- .../navigation_different_actor_types.po | 2 +- .../navigation/navigation_introduction_2d.po | 2 +- .../navigation/navigation_introduction_3d.po | 2 +- .../navigation_optimizing_performance.po | 8 +- .../navigation_using_navigationagents.po | 2 +- .../navigation_using_navigationlayers.po | 4 +- .../navigation_using_navigationlinks.po | 12 +- .../navigation_using_navigationmaps.po | 2 +- .../navigation_using_navigationmeshes.po | 543 ++++--- .../navigation_using_navigationobstacles.po | 2 +- ...gation_using_navigationpathqueryobjects.po | 2 +- .../navigation_using_navigationpaths.po | 2 +- .../navigation_using_navigationregions.po | 2 +- .../navigation_using_navigationservers.po | 2 +- .../networking/high_level_multiplayer.po | 30 +- .../tutorials/networking/http_client_class.po | 2 +- .../networking/http_request_class.po | 2 +- .../LC_MESSAGES/tutorials/networking/index.po | 2 +- .../tutorials/networking/ssl_certificates.po | 2 +- .../tutorials/networking/webrtc.po | 2 +- .../tutorials/networking/websocket.po | 2 +- .../tutorials/performance/cpu_optimization.po | 16 +- .../performance/general_optimization.po | 2 +- .../tutorials/performance/gpu_optimization.po | 54 +- .../tutorials/performance/index.po | 10 +- .../performance/optimizing_3d_performance.po | 32 +- .../tutorials/performance/thread_safe_apis.po | 17 +- .../tutorials/performance/using_multimesh.po | 2 +- .../performance/using_multiple_threads.po | 2 +- .../tutorials/performance/using_servers.po | 4 +- .../animating_thousands_of_fish.po | 8 +- .../controlling_thousands_of_fish.po | 2 +- .../performance/vertex_animation/index.po | 2 +- .../tutorials/physics/collision_shapes_2d.po | 2 +- .../tutorials/physics/collision_shapes_3d.po | 2 +- .../LC_MESSAGES/tutorials/physics/index.po | 2 +- .../physics/kinematic_character_2d.po | 2 +- .../physics/large_world_coordinates.po | 32 +- .../tutorials/physics/physics_introduction.po | 4 +- .../tutorials/physics/ragdoll_system.po | 2 +- .../tutorials/physics/ray-casting.po | 2 +- .../tutorials/physics/rigid_body.po | 2 +- .../tutorials/physics/soft_body.po | 2 +- .../physics/troubleshooting_physics_issues.po | 4 +- .../tutorials/physics/using_area_2d.po | 2 +- .../physics/using_character_body_2d.po | 2 +- .../android/android_in_app_purchases.po | 2 +- .../platform/android/android_library.po | 2 +- .../platform/android/android_plugin.po | 8 +- .../tutorials/platform/android/index.po | 2 +- .../tutorials/platform/consoles.po | 15 +- .../LC_MESSAGES/tutorials/platform/index.po | 2 +- .../tutorials/platform/ios/index.po | 2 +- .../tutorials/platform/ios/ios_plugin.po | 2 +- .../tutorials/platform/ios/plugins_for_ios.po | 2 +- .../platform/web/customizing_html5_shell.po | 4 +- .../platform/web/html5_shell_classref.po | 2 +- .../tutorials/platform/web/index.po | 2 +- .../tutorials/plugins/editor/3d_gizmos.po | 2 +- .../plugins/editor/import_plugins.po | 2 +- .../tutorials/plugins/editor/index.po | 2 +- .../plugins/editor/inspector_plugins.po | 2 +- .../plugins/editor/installing_plugins.po | 2 +- .../editor/making_main_screen_plugins.po | 2 +- .../plugins/editor/making_plugins.po | 10 +- .../plugins/editor/visual_shader_plugins.po | 2 +- .../LC_MESSAGES/tutorials/plugins/index.po | 2 +- .../plugins/running_code_in_the_editor.po | 2 +- .../LC_MESSAGES/tutorials/rendering/index.po | 4 +- .../tutorials/rendering/jitter_stutter.po | 20 +- .../rendering/multiple_resolutions.po | 32 +- .../tutorials/rendering/viewports.po | 46 +- .../scripting/c_sharp/c_sharp_basics.po | 12 +- .../scripting/c_sharp/c_sharp_collections.po | 2 +- .../scripting/c_sharp/c_sharp_differences.po | 2 +- .../scripting/c_sharp/c_sharp_exports.po | 4 +- .../scripting/c_sharp/c_sharp_features.po | 2 +- .../c_sharp/c_sharp_global_classes.po | 2 +- .../scripting/c_sharp/c_sharp_signals.po | 16 +- .../scripting/c_sharp/c_sharp_style_guide.po | 2 +- .../scripting/c_sharp/c_sharp_variant.po | 2 +- .../scripting/c_sharp/diagnostics/GD0001.po | 88 + .../scripting/c_sharp/diagnostics/GD0002.po | 90 ++ .../scripting/c_sharp/diagnostics/GD0101.po | 85 + .../scripting/c_sharp/diagnostics/GD0102.po | 89 + .../scripting/c_sharp/diagnostics/GD0103.po | 88 + .../scripting/c_sharp/diagnostics/GD0104.po | 83 + .../scripting/c_sharp/diagnostics/GD0105.po | 81 + .../scripting/c_sharp/diagnostics/GD0106.po | 91 ++ .../scripting/c_sharp/diagnostics/GD0107.po | 2 +- .../scripting/c_sharp/diagnostics/GD0201.po | 99 ++ .../scripting/c_sharp/diagnostics/GD0202.po | 103 ++ .../scripting/c_sharp/diagnostics/GD0203.po | 100 ++ .../scripting/c_sharp/diagnostics/GD0301.po | 94 ++ .../scripting/c_sharp/diagnostics/GD0302.po | 96 ++ .../scripting/c_sharp/diagnostics/GD0303.po | 85 + .../scripting/c_sharp/diagnostics/GD0401.po | 89 + .../scripting/c_sharp/diagnostics/GD0402.po | 85 + .../scripting/c_sharp/diagnostics/index.po | 2 +- .../tutorials/scripting/c_sharp/index.po | 2 +- .../scripting/change_scenes_manually.po | 4 +- .../scripting/creating_script_templates.po | 2 +- .../scripting/cross_language_scripting.po | 2 +- .../debug/custom_performance_monitors.po | 2 +- .../scripting/debug/debugger_panel.po | 14 +- .../tutorials/scripting/debug/index.po | 2 +- .../debug/overview_of_debugging_tools.po | 2 +- .../tutorials/scripting/debug/the_profiler.po | 8 +- .../scripting/evaluating_expressions.po | 2 +- .../tutorials/scripting/filesystem.po | 2 +- .../gdextension/gdextension_cpp_example.po | 2 +- .../tutorials/scripting/gdextension/index.po | 2 +- .../gdextension/what_is_gdextension.po | 9 +- .../scripting/gdscript/gdscript_advanced.po | 2 +- .../scripting/gdscript/gdscript_basics.po | 68 +- .../gdscript_documentation_comments.po | 2 +- .../scripting/gdscript/gdscript_exports.po | 4 +- .../gdscript/gdscript_format_string.po | 2 +- .../scripting/gdscript/gdscript_styleguide.po | 14 +- .../tutorials/scripting/gdscript/index.po | 2 +- .../scripting/gdscript/static_typing.po | 59 +- .../scripting/gdscript/warning_system.po | 2 +- .../LC_MESSAGES/tutorials/scripting/groups.po | 2 +- .../scripting/how_to_read_the_godot_api.po | 2 +- .../scripting/idle_and_physics_processing.po | 2 +- .../LC_MESSAGES/tutorials/scripting/index.po | 3 +- .../scripting/instancing_with_signals.po | 2 +- .../scripting/nodes_and_scene_instances.po | 2 +- .../scripting/overridable_functions.po | 2 +- .../tutorials/scripting/pausing_games.po | 2 +- .../tutorials/scripting/resources.po | 4 +- .../tutorials/scripting/scene_tree.po | 2 +- .../tutorials/scripting/scene_unique_nodes.po | 2 +- .../scripting/singletons_autoload.po | 2 +- .../shaders/advanced_postprocessing.po | 10 +- .../tutorials/shaders/compute_shaders.po | 8 +- .../converting_glsl_to_godot_shaders.po | 33 +- .../shaders/custom_postprocessing.po | 10 +- .../LC_MESSAGES/tutorials/shaders/index.po | 2 +- .../shaders/introduction_to_shaders.po | 26 +- .../tutorials/shaders/making_trees.po | 2 +- .../shaders/screen-reading_shaders.po | 6 +- .../tutorials/shaders/shader_materials.po | 2 +- .../shader_reference/canvas_item_shader.po | 10 +- .../shaders/shader_reference/fog_shader.po | 4 +- .../shaders/shader_reference/index.po | 2 +- .../shader_reference/particle_shader.po | 8 +- .../shader_reference/shader_preprocessor.po | 2 +- .../shader_reference/shading_language.po | 25 +- .../shaders/shader_reference/sky_shader.po | 14 +- .../shader_reference/spatial_shader.po | 36 +- .../tutorials/shaders/shaders_style_guide.po | 2 +- .../shaders/using_viewport_as_texture.po | 20 +- .../tutorials/shaders/visual_shaders.po | 2 +- .../shaders/your_first_shader/index.po | 2 +- .../your_first_shader/your_first_2d_shader.po | 32 +- .../your_first_shader/your_first_3d_shader.po | 4 +- .../your_second_3d_shader.po | 14 +- .../LC_MESSAGES/tutorials/troubleshooting.po | 22 +- .../tutorials/ui/bbcode_in_richtextlabel.po | 20 +- .../tutorials/ui/control_node_gallery.po | 2 +- .../tutorials/ui/custom_gui_controls.po | 2 +- .../tutorials/ui/gui_containers.po | 2 +- .../tutorials/ui/gui_navigation.po | 2 +- .../LC_MESSAGES/tutorials/ui/gui_skinning.po | 4 +- .../tutorials/ui/gui_theme_type_variations.po | 2 +- .../tutorials/ui/gui_using_fonts.po | 82 +- .../tutorials/ui/gui_using_theme_editor.po | 2 +- .../zh_TW/LC_MESSAGES/tutorials/ui/index.po | 2 +- .../tutorials/ui/size_and_anchors.po | 2 +- .../tutorials/xr/basic_xr_locomotion.po | 2 +- .../tutorials/xr/deploying_to_android.po | 26 +- .../zh_TW/LC_MESSAGES/tutorials/xr/index.po | 2 +- .../tutorials/xr/introducing_xr_tools.po | 2 +- .../tutorials/xr/openxr_hand_tracking.po | 4 +- .../tutorials/xr/openxr_passthrough.po | 4 +- .../LC_MESSAGES/tutorials/xr/setting_up_xr.po | 25 +- .../LC_MESSAGES/tutorials/xr/xr_action_map.po | 2 +- .../LC_MESSAGES/tutorials/xr/xr_room_scale.po | 2 +- 6493 files changed, 132198 insertions(+), 39124 deletions(-) create mode 100644 sphinx/po/cs/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/de/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/es/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/fr/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/fr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/it/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/it/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/ja/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/ja/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/ko/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/ko/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/pl/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/pl/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/pt_BR/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/ru/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/ru/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/tr/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/tr/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/uk/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/uk/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/about/system_requirements.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/attractors.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/collision.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/properties.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/subemitters.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/trails.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/particles/turbulence.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po diff --git a/classes/zh_CN/class_@globalscope.rst b/classes/zh_CN/class_@globalscope.rst index f7f0d02ac8..eaa8ca0206 100644 --- a/classes/zh_CN/class_@globalscope.rst +++ b/classes/zh_CN/class_@globalscope.rst @@ -5471,7 +5471,7 @@ enum **Variant.Operator**: :ref:`Variant` **clamp** **(** :ref:`Variant` value, :ref:`Variant` min, :ref:`Variant` max **)** -钳制 ``value``\ ,返回不小于 ``min`` 且不大于 ``max`` 的 :ref:`Variant`\ 。可以使用任何能够用小于和大于运算符进行比较的值。 +钳制 ``value``\ ,返回不小于 ``min`` 且不大于 ``max`` 的 :ref:`Variant`\ 。任何能够用小于和大于运算符进行比较的值都能工作。 :: @@ -5480,20 +5480,10 @@ enum **Variant.Operator**: var b = clamp(8.1, 0.9, 5.5) # b 是 5.5 - - var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5)) - # c 是 (-3.2, -2) - - var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6)) - # d 是 (2, 6) - - var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, -4.1)) - # e 是 (-3, -2, 5.4) - - var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6)) - # f 是 (-4, -5, -6) -\ **注意:**\ 为了更好的类型安全,请使用 :ref:`clampf`\ 、\ :ref:`clampi`\ 、\ :ref:`Vector2.clamp`\ 、\ :ref:`Vector2i.clamp`\ 、\ :ref:`Vector3.clamp`\ 、\ :ref:`Vector3i.clamp`\ 、\ :ref:`Vector4.clamp` 或 :ref:`Vector4i.clamp`\ 。 +\ **注意:**\ 为了更好的类型安全,请使用 :ref:`clampf`\ 、\ :ref:`clampi`\ 、\ :ref:`Vector2.clamp`\ 、\ :ref:`Vector2i.clamp`\ 、\ :ref:`Vector3.clamp`\ 、\ :ref:`Vector3i.clamp`\ 、\ :ref:`Vector4.clamp`\ 、\ :ref:`Vector4i.clamp` 或 :ref:`Color.clamp`\ (该方法当前不受支持)。 + +\ **注意:**\ 当在向量上使用该函数时,它\ *不*\ 会执行逐分量钳制,并且如果 ``value < min`` 则结果为 ``min``\ ,如果 ``value > max`` 则为 ``max``\ 。要执行逐分量钳制,请使用上面列出的方法。 .. rst-class:: classref-item-separator @@ -7293,6 +7283,8 @@ void **seed** **(** :ref:`int` base **)** \ **注意:**\ 如果需要对象序列化,参见 :ref:`var_to_bytes_with_objects`\ 。 +\ **注意:**\ 编码 :ref:`Callable` 不受支持,无论数据如何,都会导致空值。 + .. rst-class:: classref-item-separator ---- @@ -7305,6 +7297,8 @@ void **seed** **(** :ref:`int` base **)** 将 :ref:`Variant` 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。反序列化可以使用 :ref:`bytes_to_var_with_objects` 来完成。 +\ **注意:**\ 编码 :ref:`Callable` 不受支持,无论数据如何,都会导致空值。 + .. rst-class:: classref-item-separator ---- diff --git a/classes/zh_CN/class_aabb.rst b/classes/zh_CN/class_aabb.rst index 2f28878707..2570197ff6 100644 --- a/classes/zh_CN/class_aabb.rst +++ b/classes/zh_CN/class_aabb.rst @@ -17,13 +17,13 @@ AABB 描述 ---- -**AABB** 由一个位置、一个大小和若干实用函数组成。通常用于快速重叠测试。 +**AABB** 内置 :ref:`Variant` 类型表示 3D 空间中的轴对齐边界框。它由其 :ref:`position` 和 :ref:`size` 定义,皆为 :ref:`Vector3` 类型。它经常被用于快速重叠测试(参见 :ref:`intersects`\ )。虽然 **AABB** 本身是轴对齐的,但它可以与 :ref:`Transform3D` 组合来表示旋转或倾斜的边界框。 -它使用浮点坐标。\ **AABB** 的 2D 对应物为 :ref:`Rect2`\ 。 +它使用浮点坐标。\ **AABB** 的 2D 等效体是 :ref:`Rect2`\ 。没有使用整数坐标的 **AABB** 版本。 -不支持负的 :ref:`size`\ ,并且不适用于大多数方法。使用 :ref:`abs` 获得具有正尺寸的 AABB。 +\ **注意:**\ 不支持负的 :ref:`size`\ 。对于负大小,大多数 **AABB** 方法都无法正常工作。使用 :ref:`abs` 获取具有非负大小的等效 **AABB**\ 。 -\ **注意:**\ 与 :ref:`Rect2` 不同,\ **AABB** 没有使用整数坐标的变体。 +\ **注意:**\ 在布尔上下文中,如果 :ref:`position` 和 :ref:`size` 均为零(等于 :ref:`Vector3.ZERO`\ ),则 **AABB** 的计算结果为 ``false``\ 。否则,它的计算结果始终为 ``true``\ 。 .. note:: @@ -163,7 +163,7 @@ AABB :ref:`Vector3` **end** = ``Vector3(0, 0, 0)`` -终点角。通过 ``position + size`` 计算而来。设置该值会修改大小。 +终点。通常是边界框的前方右上角,等价于 ``position + size``\ 。设置该点会影响 :ref:`size`\ 。 .. rst-class:: classref-item-separator @@ -175,7 +175,7 @@ AABB :ref:`Vector3` **position** = ``Vector3(0, 0, 0)`` -起点角。通常比 :ref:`end` 小。 +原点。通常是边界框的背面左下角。 .. rst-class:: classref-item-separator @@ -187,9 +187,9 @@ AABB :ref:`Vector3` **size** = ``Vector3(0, 0, 0)`` -从 :ref:`position` 到 :ref:`end` 的大小。通常所有分量都是正数。 +边界框的宽度、高度、深度,相对于 :ref:`position`\ 。设置该值会影响终点 :ref:`end`\ 。 -如果大小为负,可以用 :ref:`abs` 修正。 +\ **注意:**\ 建议将宽度、高度、深度设置为非负数,因为 Godot 中的大多数方法假设 :ref:`position` 为背面的左下角、\ :ref:`end` 为正面的右上角。要获取等价且大小非负的边界框,请使用 :ref:`abs`\ 。 .. rst-class:: classref-section-separator @@ -206,7 +206,7 @@ AABB :ref:`AABB` **AABB** **(** **)** -默认构造 **AABB**\ ,\ :ref:`position` 和 :ref:`size` 均为默认值(零)。 +构造 **AABB**\ ,并将 :ref:`position` 和 :ref:`size` 设置为 :ref:`Vector3.ZERO`\ 。 .. rst-class:: classref-item-separator @@ -226,7 +226,7 @@ AABB :ref:`AABB` **AABB** **(** :ref:`Vector3` position, :ref:`Vector3` size **)** -从一个位置和大小构造 **AABB** 。 +使用指定的 ``position`` 和 ``size`` 构造 **AABB**\ 。 .. rst-class:: classref-section-separator @@ -243,7 +243,28 @@ AABB :ref:`AABB` **abs** **(** **)** |const| -返回等价的 AABB,其原点被修正至最负数的角落,大小被修正为正数。 +返回一个与该边界框等效的 **AABB**\ ,其宽度、高度和深度被修改为非负值。 + + +.. tabs:: + + .. code-tab:: gdscript + + var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5)) + var absolute = box.abs() + print(absolute.position) # 打印 (-15, -10, 0) + print(absolute.size) # 打印 (20, 10, 5) + + .. code-tab:: csharp + + var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5)); + var absolute = box.Abs(); + GD.Print(absolute.Position); // 打印 (-15, -10, 0) + GD.Print(absolute.Size); // 打印 (20, 10, 5) + + + +\ **注意:**\ 当 :ref:`size` 为负时,建议使用该方法,因为 Godot 中的大多数其他方法都假设 :ref:`size` 的分量大于 ``0``\ 。 .. rst-class:: classref-item-separator @@ -255,7 +276,32 @@ AABB :ref:`bool` **encloses** **(** :ref:`AABB` with **)** |const| -该 **AABB** 完全包含另一个时,返回 ``true``\ 。 +如果该边界框\ *完全*\ 包围 ``with`` 框,则返回 ``true``\ 。两个框的边都包括在内。 + + +.. tabs:: + + .. code-tab:: gdscript + + var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4)) + var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3)) + var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8)) + + print(a.encloses(a)) # 打印 true + print(a.encloses(b)) # 打印 true + print(a.encloses(c)) # 打印 false + + .. code-tab:: csharp + + var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4)); + var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3)); + var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8)); + + GD.Print(a.Encloses(a)); // 打印 True + GD.Print(a.Encloses(b)); // 打印 True + GD.Print(a.Encloses(c)); // 打印 False + + .. rst-class:: classref-item-separator @@ -267,26 +313,34 @@ AABB :ref:`AABB` **expand** **(** :ref:`Vector3` to_point **)** |const| -返回该 **AABB** 的副本,该副本扩展至包含给出的点。 - -\ **例子:**\ +返回该边界框的副本,如有必要,该边界框被扩展为将边与给定的 ``to_point`` 对齐。 .. tabs:: .. code-tab:: gdscript - # 位置 (-3, 2, 0),大小 (1, 1, 1) - var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1)) - # 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2) - var box2 = box.expand(Vector3(0, -1, 2)) + var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5)) + + box = box.expand(Vector3(10, 0, 0)) + print(box.position) # 打印 (0, 0, 0) + print(box.size) # 打印 (10, 2, 5) + + box = box.expand(Vector3(-5, 0, 5)) + print(box.position) # 打印 (-5, 0, 0) + print(box.size) # 打印 (15, 2, 5) .. code-tab:: csharp - // 位置 (-3, 2, 0),大小 (1, 1, 1) - var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1)); - // 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2) - var box2 = box.Expand(new Vector3(0, -1, 2)); + var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5)); + + box = box.Expand(new Vector3(10, 0, 0)); + GD.Print(box.Position); // 打印 (0, 0, 0) + GD.Print(box.Size); // 打印 (10, 2, 5) + + box = box.Expand(new Vector3(-5, 0, 5)); + GD.Print(box.Position); // 打印 (-5, 0, 0) + GD.Print(box.Size); // 打印 (15, 2, 5) @@ -300,7 +354,7 @@ AABB :ref:`Vector3` **get_center** **(** **)** |const| -返回该 **AABB** 的中心点,等于 :ref:`position` + (:ref:`size` / 2)。 +返回该边界框的中心点。这与 ``position + (size / 2.0)`` 相同。 .. rst-class:: classref-item-separator @@ -312,7 +366,7 @@ AABB :ref:`Vector3` **get_endpoint** **(** :ref:`int` idx **)** |const| -获取该 **AABB** 的 8 个端点的位置。 +返回组成该边界框的 8 个顶点之一的位置。当 ``idx`` 为 ``0`` 时,这与 :ref:`position` 相同;\ ``idx`` 为 ``7`` 时,与 :ref:`end` 相同。 .. rst-class:: classref-item-separator @@ -324,7 +378,30 @@ AABB :ref:`Vector3` **get_longest_axis** **(** **)** |const| -返回该 **AABB** 归一化后的最长轴。 +返回该边界框的 :ref:`size` 的最长归一化轴,作为 :ref:`Vector3`\ (\ :ref:`Vector3.RIGHT`\ 、\ :ref:`Vector3.UP` 或 :ref:`Vector3.BACK`\ )。 + + +.. tabs:: + + .. code-tab:: gdscript + + var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8)) + + print(box.get_longest_axis()) # 打印 (0, 0, 1) + print(box.get_longest_axis_index()) # 打印 2 + print(box.get_longest_axis_size()) # 打印 8 + + .. code-tab:: csharp + + var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8)); + + GD.Print(box.GetLongestAxis()); // 打印 (0, 0, 1) + GD.Print(box.GetLongestAxisIndex()); // 打印 2 + GD.Print(box.GetLongestAxisSize()); // 打印 8 + + + +另见 :ref:`get_longest_axis_index` 和 :ref:`get_longest_axis_size`\ 。 .. rst-class:: classref-item-separator @@ -336,7 +413,9 @@ AABB :ref:`int` **get_longest_axis_index** **(** **)** |const| -返回该 **AABB** 最长轴的索引(根据 :ref:`Vector3` 的 ``AXIS_*`` 常量)。 +返回该边界框的 :ref:`size` 的最长轴的索引(请参阅 :ref:`Vector3.AXIS_X`\ 、\ :ref:`Vector3.AXIS_Y`\ 、和 :ref:`Vector3.AXIS_Z`\ )。 + +有关示例,请参阅 :ref:`get_longest_axis`\ 。 .. rst-class:: classref-item-separator @@ -348,7 +427,9 @@ AABB :ref:`float` **get_longest_axis_size** **(** **)** |const| -返回该 **AABB** 最长轴的标量长度。 +返回该边界框的 :ref:`size` 的最长尺度。 + +有关示例,请参阅 :ref:`get_longest_axis`\ 。 .. rst-class:: classref-item-separator @@ -360,7 +441,30 @@ AABB :ref:`Vector3` **get_shortest_axis** **(** **)** |const| -返回该 **AABB** 归一化后的最短轴。 +返回该边界框的 :ref:`size` 的最短归一化轴,作为 :ref:`Vector3`\ (\ :ref:`Vector3.RIGHT`\ 、\ :ref:`Vector3.UP`\ 、或 :ref:`Vector3.BACK`\ )。 + + +.. tabs:: + + .. code-tab:: gdscript + + var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8)) + + print(box.get_shortest_axis()) # 打印 (1, 0, 0) + print(box.get_shortest_axis_index()) # 打印 0 + print(box.get_shortest_axis_size()) # 打印 2 + + .. code-tab:: csharp + + var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8)); + + GD.Print(box.GetShortestAxis()); // 打印 (1, 0, 0) + GD.Print(box.GetShortestAxisIndex()); // 打印 0 + GD.Print(box.GetShortestAxisSize()); // 打印 2 + + + +另见 :ref:`get_shortest_axis_index` 和 :ref:`get_shortest_axis_size`\ 。 .. rst-class:: classref-item-separator @@ -372,7 +476,9 @@ AABB :ref:`int` **get_shortest_axis_index** **(** **)** |const| -返回该 **AABB** 最短轴的索引(根据 :ref:`Vector3`::AXIS\* 常量)。 +返回该边界框的 :ref:`size` 的最短轴的索引(请参阅 :ref:`Vector3.AXIS_X`\ 、\ :ref:`Vector3.AXIS_Y`\ 、和 :ref:`Vector3.AXIS_Z`\ )。 + +有关示例,请参阅 :ref:`get_shortest_axis`\ 。 .. rst-class:: classref-item-separator @@ -384,7 +490,9 @@ AABB :ref:`float` **get_shortest_axis_size** **(** **)** |const| -返回该 **AABB** 最短轴的标量长度。 +返回该边界框的 :ref:`size` 的最短尺度。 + +有关示例,请参阅 :ref:`get_shortest_axis`\ 。 .. rst-class:: classref-item-separator @@ -396,7 +504,7 @@ AABB :ref:`Vector3` **get_support** **(** :ref:`Vector3` dir **)** |const| -返回指定方向上最远的 AABB 顶点。该点通常称为碰撞检测算法的支撑点。 +返回给定方向上最远的边界框的顶点位置。该点在碰撞检测算法中通常被称为支撑点。 .. rst-class:: classref-item-separator @@ -408,7 +516,7 @@ AABB :ref:`float` **get_volume** **(** **)** |const| -返回该 **AABB** 的体积。 +返回该边界框的体积。这相当于 ``size.x * size.y * size.z``\ 。另请参阅 :ref:`has_volume`\ 。 .. rst-class:: classref-item-separator @@ -420,7 +528,32 @@ AABB :ref:`AABB` **grow** **(** :ref:`float` by **)** |const| -返回 **AABB** 的副本,该副本向所有方向增长了给定数量的单位。 +返回该边界框的副本,该边界框在所有边上扩展给定量 ``by``\ 。负数会缩小该框。 + + +.. tabs:: + + .. code-tab:: gdscript + + var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4) + print(a.position) # 打印 (0, 0, 0) + print(a.size) # 打印 (16, 16, 16) + + var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2) + print(b.position) # 打印 (-2, -2, -2) + print(b.size) # 打印 (12, 8, 6) + + .. code-tab:: csharp + + var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4); + GD.Print(a.Position); // 打印 (0, 0, 0) + GD.Print(a.Size); // 打印 (16, 16, 16) + + var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2); + GD.Print(b.Position); // 打印 (-2, -2, -2) + GD.Print(b.Size); // 打印 (12, 8, 6) + + .. rst-class:: classref-item-separator @@ -432,9 +565,9 @@ AABB :ref:`bool` **has_point** **(** :ref:`Vector3` point **)** |const| -如果 **AABB** 包含点,则返回 ``true``\ 。AABB 表面上的点被视为包括在内,但浮点精度误差可能会影响此类检测的准确性。 +如果该边界框包含给定的 ``point``\ ,则返回 ``true``\ 。依照惯例,\ **不**\ 包括正好位于右侧、顶部和前侧的点。 -\ **注意:**\ 这种方法对于具有\ *负尺寸*\ 的 **AABB** 是不可靠的。使用 :ref:`abs` 获得一个正尺寸的等效 **AABB** 在检查是否包含点。 +\ **注意:**\ 对于具有\ *负* :ref:`size` 的 **AABB**\ ,该方法并不可靠。请首先使用 :ref:`abs` 获取一个有效的边界框。 .. rst-class:: classref-item-separator @@ -446,7 +579,7 @@ AABB :ref:`bool` **has_surface** **(** **)** |const| -如果 **AABB** 具有表面或长度,则返回 ``true``\ ;如果 **AABB** 为空(\ :ref:`size` 的所有分量为零或负),则返回 ``false``\ 。 +如果该边界框具有表面或长度,即 :ref:`size` 的至少一个分量大于 ``0``\ ,则返回 ``true``\ 。否则,返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -458,7 +591,7 @@ AABB :ref:`bool` **has_volume** **(** **)** |const| -如果 **AABB** 有体积,则返回 ``true``\ ;如果 **AABB** 是扁平的、空的或具有负的 :ref:`size`\ ,则返回 ``false``\ 。 +如果该边界框的宽度、高度和深度均为正值,则返回 ``true``\ 。另见 :ref:`get_volume`\ 。 .. rst-class:: classref-item-separator @@ -470,7 +603,32 @@ AABB :ref:`AABB` **intersection** **(** :ref:`AABB` with **)** |const| -返回两个 **AABB** 的交叠区域。失败时返回空的 AABB(大小为 ``(0, 0, 0)``\ )。 +返回该边界框与 ``with`` 之间的交集。如果框不相交,则返回空的 **AABB**\ 。如果框在边相交,则返回没有体积的平 **AABB**\ (请参阅 :ref:`has_surface` 和 :ref:`has_volume`\ )。 + + +.. tabs:: + + .. code-tab:: gdscript + + var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8)) + var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4)) + + var intersection = box1.intersection(box2) + print(intersection.position) # 打印 (2, 0, 2) + print(intersection.size) # 打印 (3, 2, 4) + + .. code-tab:: csharp + + var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8)); + var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4)); + + var intersection = box1.Intersection(box2); + GD.Print(intersection.Position); // 打印 (2, 0, 2) + GD.Print(intersection.Size); // 打印 (3, 2, 4) + + + +\ **注意:**\ 如果你只需要知道两个边界框是否相交,请改用 :ref:`intersects`\ 。 .. rst-class:: classref-item-separator @@ -482,7 +640,7 @@ AABB :ref:`bool` **intersects** **(** :ref:`AABB` with **)** |const| -该 **AABB** 与另一个交叠时,返回 ``true``\ 。 +如果该边界框与框 ``with`` 重叠,则返回 ``true``\ 。两个框的边\ *总是*\ 被排除。 .. rst-class:: classref-item-separator @@ -494,7 +652,7 @@ AABB :ref:`bool` **intersects_plane** **(** :ref:`Plane` plane **)** |const| -该 **AABB** 同时位于指定平面的两边时,返回 ``true``\ 。 +如果该边界框位于给定 ``plane`` 的两侧,则返回 ``true``\ 。 .. rst-class:: classref-item-separator @@ -506,7 +664,9 @@ AABB :ref:`Variant` **intersects_ray** **(** :ref:`Vector3` from, :ref:`Vector3` dir **)** |const| -返回给定的射线与该 **AABB** 的交点,如果不相交则返回 ``null``\ 。射线无限长。 +返回该边界框与给定射线相交的第一个点,作为 :ref:`Vector3`\ 。如果没有交集存在,则返回 ``null``\ 。 + +射线从 ``from`` 开始,面向 ``dir`` 并向无穷远延伸。 .. rst-class:: classref-item-separator @@ -518,7 +678,9 @@ AABB :ref:`Variant` **intersects_segment** **(** :ref:`Vector3` from, :ref:`Vector3` to **)** |const| -如果没有交点,则返回 ``null``\ ,否则返回 ``from`` 和 ``to`` 与此 **AABB** 的交点。 +返回该边界框与给定线段相交的第一个点,作为 :ref:`Vector3`\ 。如果没有交集存在,则返回 ``null``\ 。 + +该线段从 ``from`` 开始,到 ``to`` 结束。 .. rst-class:: classref-item-separator @@ -530,7 +692,7 @@ AABB :ref:`bool` **is_equal_approx** **(** :ref:`AABB` aabb **)** |const| -如果该 **AABB** 和 ``aabb`` 近似相等,则返回 ``true``\ ,通过在每个分量上调用 :ref:`@GlobalScope.is_equal_approx`\ 。 +如果该边界框和 ``aabb`` 近似相等,则返回 ``true``\ ,判断方法是通过在 :ref:`position` 和 :ref:`size` 上调用 :ref:`Vector3.is_equal_approx`\ 。 .. rst-class:: classref-item-separator @@ -542,7 +704,7 @@ AABB :ref:`bool` **is_finite** **(** **)** |const| -如果该 **AABB** 是有限的,则返回 ``true``\ ,方法是在每个分量上调用 :ref:`@GlobalScope.is_finite`\ 。 +如果该边界框的值是有限的,则返回 ``true``\ ,判断方法是通过在 :ref:`position` 和 :ref:`size` 上调用 :ref:`Vector3.is_finite`\ 。 .. rst-class:: classref-item-separator @@ -554,7 +716,7 @@ AABB :ref:`AABB` **merge** **(** :ref:`AABB` with **)** |const| -返回同时包含该 **AABB** 和 ``with`` 的更大的 **AABB**\ 。 +返回边界包围该边界框和 ``with`` 的 **AABB**\ 。另见 :ref:`encloses`\ 。 .. rst-class:: classref-section-separator @@ -571,7 +733,7 @@ AABB :ref:`bool` **operator !=** **(** :ref:`AABB` right **)** -如果 AABB 不相等,则返回 ``true``\ 。 +如果两个边界框的 :ref:`position` 不相等或 :ref:`size` 不相等,则返回 ``true``\ 。 \ **注意:**\ 由于浮点数精度误差,请考虑改用 :ref:`is_equal_approx`\ ,会更可靠。 @@ -601,7 +763,7 @@ AABB :ref:`bool` **operator ==** **(** :ref:`AABB` right **)** -如果 AABB 完全相等,则返回 ``true``\ 。 +如果两个边界框的 :ref:`position` 完全相等且 :ref:`size` 完全相等,则返回 ``true``\ 。 \ **注意:**\ 由于浮点数精度误差,请考虑改用 :ref:`is_equal_approx`\ ,会更可靠。 diff --git a/classes/zh_CN/class_animation.rst b/classes/zh_CN/class_animation.rst index 59402d0b25..5ab7cb5261 100644 --- a/classes/zh_CN/class_animation.rst +++ b/classes/zh_CN/class_animation.rst @@ -26,23 +26,25 @@ Animation .. code-tab:: gdscript - # 创建动画,让“Enemy”节点在 0.5 秒内 + # 创建动画,让“Enemy”节点在 2.0 秒内 # 向右移动 100 像素。 var animation = Animation.new() var track_index = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_index, "Enemy:position:x") animation.track_insert_key(track_index, 0.0, 0) - animation.track_insert_key(track_index, 0.5, 100) + animation.track_insert_key(track_index, 2.0, 100) + animation.length = 2.0 .. code-tab:: csharp - # 创建动画,让“Enemy”节点在 0.5 秒内 + # 创建动画,让“Enemy”节点在 2.0 秒内 # 向右移动 100 像素。 var animation = new Animation(); int trackIndex = animation.AddTrack(Animation.TrackType.Value); animation.TrackSetPath(trackIndex, "Enemy:position:x"); animation.TrackInsertKey(trackIndex, 0.0f, 0); - animation.TrackInsertKey(trackIndex, 0.5f, 100); + animation.TrackInsertKey(trackIndex, 2.0f, 100); + animation.Length = 2.0f; diff --git a/classes/zh_CN/class_array.rst b/classes/zh_CN/class_array.rst index de78ed23b2..6e40547cf2 100644 --- a/classes/zh_CN/class_array.rst +++ b/classes/zh_CN/class_array.rst @@ -936,7 +936,7 @@ void **make_read_only** **(** **)** :ref:`Variant` **pop_at** **(** :ref:`int` position **)** -移除并返回数组中位于 ``position`` 索引处的元素。如果 ``position`` 为负数,则认为是相对于该数组末尾的值。如果该数组为空,则返回 ``null``\ ,不会改动数组。数组访问越界时会输出错误消息,但如果数组为空时不会。 +移除并返回数组中位于 ``position`` 索引处的元素。如果 ``position`` 为负数,则认为是相对于该数组末尾的值。如果该数组为空或访问越界,则保持该数组不变并返回 ``null``\ 。数组访问越界时会输出错误消息,但如果数组为空时不会。 \ **注意:**\ 在较大的数组上,这个方法会比 :ref:`pop_back` 慢,因为会对移除元素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,\ :ref:`pop_at` 就越慢。 @@ -1047,6 +1047,8 @@ void **remove_at** **(** :ref:`int` position **)** 调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新元素为 ``null``\ 。成功时返回 :ref:`@GlobalScope.OK`\ ,操作失败时返回其他 :ref:`Error` 值。 +调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 + \ **注意:**\ 这个方法是就地操作的,不返回修改后的数组。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_basis.rst b/classes/zh_CN/class_basis.rst index c11e84f247..c5e0893f31 100644 --- a/classes/zh_CN/class_basis.rst +++ b/classes/zh_CN/class_basis.rst @@ -23,7 +23,7 @@ Basis 基也可以作为 3D 向量的数组访问。这些向量通常彼此正交,但(由于缩放)不一定是归一化的。 -更多信息请阅读文档文章《矩阵与变换》。 +有关一般介绍,请参阅 :doc:`矩阵与变换 <../tutorials/math/matrices_and_transforms>` 教程。 .. note:: diff --git a/classes/zh_CN/class_canvastexture.rst b/classes/zh_CN/class_canvastexture.rst index 042fc20ba6..43c1121fb7 100644 --- a/classes/zh_CN/class_canvastexture.rst +++ b/classes/zh_CN/class_canvastexture.rst @@ -21,7 +21,7 @@ CanvasTexture **CanvasTexture** 是用于 2D 渲染的 :ref:`ImageTexture` 的替代品。它允许在任何继承自 :ref:`CanvasItem` 的节点中使用法线贴图和镜面贴图。\ **CanvasTexture** 还允许独立于节点的属性(或项目设置)覆盖纹理的过滤模式和重复模式。 -\ **注意:**\ **CanvasTexture** 不能用于 3D 渲染。对于 3D 中基于物理的材质,请使用 :ref:`BaseMaterial3D` 来代替。 +\ **注意:**\ **CanvasTexture** 不能在 3D 中使用。当应用于任何 :ref:`VisualInstance3D`\ ,例如 :ref:`Sprite3D` 或 :ref:`Decal` 时,它将无法正确显示。对于 3D 中基于物理的材质,请改用 :ref:`BaseMaterial3D`\ 。 .. rst-class:: classref-introduction-group diff --git a/classes/zh_CN/class_collisionpolygon2d.rst b/classes/zh_CN/class_collisionpolygon2d.rst index a99b0e1b95..912158f9c3 100644 --- a/classes/zh_CN/class_collisionpolygon2d.rst +++ b/classes/zh_CN/class_collisionpolygon2d.rst @@ -166,6 +166,8 @@ enum **BuildMode**: 该多边形的顶点列表。每个点都与下一个点相连,最后一个点与第一个点相连。 +\ **注意:**\ 返回的顶点位于给定的 **CollisionPolygon2D** 的局部坐标空间中。 + \ **警告:**\ 返回值是 :ref:`PackedVector2Array` 的副本,不是引用。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` diff --git a/classes/zh_CN/class_directionallight3d.rst b/classes/zh_CN/class_directionallight3d.rst index 36fbdd5d2f..b0bec0d421 100644 --- a/classes/zh_CN/class_directionallight3d.rst +++ b/classes/zh_CN/class_directionallight3d.rst @@ -219,7 +219,7 @@ enum **SkyMode**: - void **set_param** **(** :ref:`float` value **)** - :ref:`float` **get_param** **(** **)** -设置定向阴影圆斑的大小。该圆斑偏移了阴影的相机视锥体的起点,为阴影提供更高的有效深度分辨率。但是,较大的圆斑大小会导致靠近视锥体边缘的大型物体的阴影出现伪影。减少该圆斑的大小会有所帮助。将大小设置为 ``0`` 会关闭该圆斑效果。 +设置定向阴影压平区域的大小。压平区域会偏移阴影相机视锥体的起点,为阴影提供更高的有效深度分辨率。但是,较大的压平区大小会导致靠近视锥体边缘的大型物体的阴影出现伪影。减少压平区大小会有所帮助。将大小设置为 ``0`` 会关闭该压平效果。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_engine.rst b/classes/zh_CN/class_engine.rst index 773cfefc96..bec09b6ab9 100644 --- a/classes/zh_CN/class_engine.rst +++ b/classes/zh_CN/class_engine.rst @@ -167,7 +167,7 @@ Engine - void **set_physics_jitter_fix** **(** :ref:`float` value **)** - :ref:`float` **get_physics_jitter_fix** **(** **)** -控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;超过2的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。 +控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间的偏差较大,但可以平滑帧速率的抖动。默认值 0.5 对于大多数人来说应该足够好了;超过 2 的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。 \ **注意:**\ 为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 :ref:`physics_jitter_fix` 设置为 ``0`` 来禁用物理抖动修复。 diff --git a/classes/zh_CN/class_graphedit.rst b/classes/zh_CN/class_graphedit.rst index d86d37d9ed..2bbb91fc95 100644 --- a/classes/zh_CN/class_graphedit.rst +++ b/classes/zh_CN/class_graphedit.rst @@ -194,7 +194,7 @@ GraphEdit **begin_node_move** **(** **)** -在 GraphNode 移动开始时发出。 +在 :ref:`GraphElement` 移动开始时发出。 .. rst-class:: classref-item-separator @@ -266,7 +266,7 @@ GraphEdit **copy_nodes_request** **(** **)** -当用户按下 :kbd:`Ctrl + C` 时发出。 +当该 **GraphEdit** 捕获 ``ui_copy`` 动作(默认情况下为 :kbd:`Ctrl + C`\ )时发出。一般来说,该信号指示所选的 :ref:`GraphElement` 应被复制。 .. rst-class:: classref-item-separator @@ -278,7 +278,9 @@ GraphEdit **delete_nodes_request** **(** :ref:`StringName[]` nodes **)** -当尝试从该 GraphEdit 中移除一个 GraphNode 时触发。提供要移除的节点名称列表(所有选中的节点,除去不包含关闭按钮的节点)。 +当该 **GraphEdit** 捕获 ``ui_graph_delete`` 动作(默认为 :kbd:`Delete`\ )时触发。 + +\ ``nodes`` 是应被移除的节点的名称的数组。这些通常包括所有选定的节点。 .. rst-class:: classref-item-separator @@ -302,7 +304,7 @@ GraphEdit **duplicate_nodes_request** **(** **)** -当 GraphNode 试图在 GraphEdit 中被复制时发出的。 +当该 **GraphEdit** 捕获 ``ui_graph_duplicate`` 动作(默认为 :kbd:`Ctrl + D`\ )时触发。一般来说,该信号指示应被复制的所选的 :ref:`GraphElement`\ 。 .. rst-class:: classref-item-separator @@ -314,7 +316,7 @@ GraphEdit **end_node_move** **(** **)** -在 GraphNode 移动结束时发出。 +在 :ref:`GraphElement` 移动结束时发出。 .. rst-class:: classref-item-separator @@ -326,9 +328,7 @@ GraphEdit **node_deselected** **(** :ref:`Node` node **)** -.. container:: contribute - - 目前没有这个信号的描述。请帮我们\ :ref:`贡献一个 `\ ! +当给定的 :ref:`GraphElement` 节点被取消选择时发出。 .. rst-class:: classref-item-separator @@ -340,7 +340,7 @@ GraphEdit **node_selected** **(** :ref:`Node` node **)** -当 GraphNode 被选择时发出。 +当给定的 :ref:`GraphElement` 节点被选中时发出。 .. rst-class:: classref-item-separator @@ -352,7 +352,7 @@ GraphEdit **paste_nodes_request** **(** **)** -当用户按下 :kbd:`Ctrl + V` 时发出。 +当该 **GraphEdit** 捕获 ``ui_paste`` 动作(默认为 :kbd:`Ctrl + V`\ )时触发。一般来说,该信号指示应被粘贴的先前复制的 :ref:`GraphElement`\ 。 .. rst-class:: classref-item-separator @@ -1010,7 +1010,7 @@ void **force_connection_drag_end** **(** **)** :ref:`Dictionary[]` **get_connection_list** **(** **)** |const| -返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 ``{ from_port:0, from: "GraphNode name 0", to_port:1, to:"GraphNode name 1" }``\ 。 +返回包含连接列表的数组。连接由以下形式的结构组成:\ ``{ from_port: 0, from_node: "GraphNode name 0", to_port: 1, to_node: "GraphNode name 1" }``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_image.rst b/classes/zh_CN/class_image.rst index 9bd642400d..9d7f8f1467 100644 --- a/classes/zh_CN/class_image.rst +++ b/classes/zh_CN/class_image.rst @@ -275,7 +275,7 @@ OpenGL 纹理格式 ``RGBA`` 有四个部分,每个分量部分的位深度为 :ref:`Format` **FORMAT_RGB565** = ``7`` - +OpenGL 纹理格式 ``RGB``\ ,具有三个组件。红色和蓝色的位深度为 5,绿色的位深度为 6。 .. _class_Image_constant_FORMAT_RF: @@ -497,7 +497,7 @@ OpenGL 纹理格式 ``GL_RGBA16F``\ ,其中有四个分量,每个都是 16 :ref:`Format` **FORMAT_ETC2_RA_AS_RG** = ``33`` - +`ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2 `__\ (\ ``RGBA8`` 变体),能够压缩 RA 数据,将其解释为两个通道(红和绿)。另见 :ref:`FORMAT_ETC2_RGBA8`\ 。 .. _class_Image_constant_FORMAT_DXT5_RA_AS_RG: @@ -505,7 +505,7 @@ OpenGL 纹理格式 ``GL_RGBA16F``\ ,其中有四个分量,每个都是 16 :ref:`Format` **FORMAT_DXT5_RA_AS_RG** = ``34`` - +`S3TC `__ 纹理格式,也叫 Block Compression 3、BC3。能够压缩 RA 数据并将其解释为两个通道(红和绿)。另见 :ref:`FORMAT_DXT5`\ 。 .. _class_Image_constant_FORMAT_ASTC_4x4: @@ -713,7 +713,7 @@ enum **UsedChannels**: :ref:`UsedChannels` **USED_CHANNELS_L** = ``0`` - +该图像仅使用一个通道表示亮度(灰度图)。 .. _class_Image_constant_USED_CHANNELS_LA: @@ -721,7 +721,7 @@ enum **UsedChannels**: :ref:`UsedChannels` **USED_CHANNELS_LA** = ``1`` - +该图像使用两个通道,分别表示亮度和 Alpha。 .. _class_Image_constant_USED_CHANNELS_R: @@ -729,7 +729,7 @@ enum **UsedChannels**: :ref:`UsedChannels` **USED_CHANNELS_R** = ``2`` - +该图像仅使用红色通道。 .. _class_Image_constant_USED_CHANNELS_RG: @@ -737,7 +737,7 @@ enum **UsedChannels**: :ref:`UsedChannels` **USED_CHANNELS_RG** = ``3`` - +该图像使用红色和绿色两个通道。 .. _class_Image_constant_USED_CHANNELS_RGB: @@ -745,7 +745,7 @@ enum **UsedChannels**: :ref:`UsedChannels` **USED_CHANNELS_RGB** = ``4`` - +该图像使用红、绿、蓝三个通道。 .. _class_Image_constant_USED_CHANNELS_RGBA: @@ -753,7 +753,7 @@ enum **UsedChannels**: :ref:`UsedChannels` **USED_CHANNELS_RGBA** = ``5`` - +该图像使用红色、绿色、蓝色和 Alpha 四个通道。 .. rst-class:: classref-item-separator @@ -872,9 +872,7 @@ enum **ASTCFormat**: void **adjust_bcs** **(** :ref:`float` brightness, :ref:`float` contrast, :ref:`float` saturation **)** -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +使用 ``brightness`` 调整图像的亮度,使用 ``contrast`` 调整图像的对比度,使用 ``saturation`` 调整图像的饱和度。对压缩图像无效(见 :ref:`is_compressed`\ )。 .. rst-class:: classref-item-separator @@ -1090,9 +1088,7 @@ void **crop** **(** :ref:`int` width, :ref:`int` height ** :ref:`UsedChannels` **detect_used_channels** **(** :ref:`CompressSource` source=0 **)** |const| -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +返回某个 :ref:`UsedChannels` 常量,表示该图像所使用的颜色通道。如果为压缩图像,则必须使用 ``source`` 指定原始图像的属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_inputeventmidi.rst b/classes/zh_CN/class_inputeventmidi.rst index 0db3c4df8d..6b31b86a65 100644 --- a/classes/zh_CN/class_inputeventmidi.rst +++ b/classes/zh_CN/class_inputeventmidi.rst @@ -190,7 +190,7 @@ MIDI 信号可以通过 5 针 MIDI 连接器或 USB 发送,如果你的设备 - void **set_instrument** **(** :ref:`int` value **)** - :ref:`int` **get_instrument** **(** **)** -这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字都减一。标准钢琴的乐器号为 0。 +这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 `General MIDI `__ 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字都减一。标准钢琴的乐器号为 0。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_label.rst b/classes/zh_CN/class_label.rst index 9a3b51dd73..10923add33 100644 --- a/classes/zh_CN/class_label.rst +++ b/classes/zh_CN/class_label.rst @@ -586,6 +586,8 @@ Label \ **注意:**\ 如果使用启用了 :ref:`FontFile.multichannel_signed_distance_field` 的字体,其 :ref:`FontFile.msdf_pixel_range` 必须至少设置为 :ref:`outline_size` 的\ *两倍*\ ,轮廓渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。 +\ **注意:**\ 不建议使用大于字体大小一半的值,因为这种情况下字体轮廓可能无法完全闭合。 + .. rst-class:: classref-item-separator ---- diff --git a/classes/zh_CN/class_lightmapgi.rst b/classes/zh_CN/class_lightmapgi.rst index 62cebe451b..d18670bdfc 100644 --- a/classes/zh_CN/class_lightmapgi.rst +++ b/classes/zh_CN/class_lightmapgi.rst @@ -19,17 +19,17 @@ LightmapGI 描述 ---- -**LightmapGI** 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照明,并且漏光很少。如果启用 :ref:`directional`\ ,\ **LightmapGI** 还可以使用球谐函数,以提供粗略的反射。由于\ *光照探针*\ ,动态物体可以接收间接光照,可以通过将 :ref:`generate_probes_subdiv` 设置为 :ref:`GENERATE_PROBES_DISABLED` 以外的值,来自动放置光照探针。也可以通过创建 :ref:`LightmapProbe` 节点,来添加额外的光照贴图探针。缺点是光照贴图是完全静态的,不能在导出的项目中烘焙。与 :ref:`VoxelGI` 相比,烘焙 **LightmapGI** 节点也更慢。 +The **LightmapGI** node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. **LightmapGI** can also provide rough reflections using spherical harmonics if :ref:`directional` is enabled. Dynamic objects can receive indirect lighting thanks to *light probes*, which can be automatically placed by setting :ref:`generate_probes_subdiv` to a value other than :ref:`GENERATE_PROBES_DISABLED`. Additional lightmap probes can also be added by creating :ref:`LightmapProbe` nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a **LightmapGI** node is also slower compared to :ref:`VoxelGI`. -\ **程序生成:**\ 光照贴图烘焙功能仅在编辑器中可用。这意味着 **LightmapGI** 不适合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 :ref:`VoxelGI` 或 SDFGI(请参阅 :ref:`Environment.sdfgi_enabled`\ )。 +\ **Procedural generation:** Lightmap baking functionality is only available in the editor. This means **LightmapGI** is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use :ref:`VoxelGI` or SDFGI instead (see :ref:`Environment.sdfgi_enabled`). -\ **性能:**\ **LightmapGI** 为全局照明提供最佳的运行时性能。它适用于包括集成显卡和移动设备在内的低端硬件。 +\ **Performance:** **LightmapGI** provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices. -\ **注意:**\ 由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才会产生可见效果。 +\ **Note:** Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again. -\ **注意:**\ 不支持在 :ref:`CSGShape3D` 和 :ref:`PrimitiveMesh` 上烘焙光照贴图,因为它们无法存储烘焙所需的 UV2 数据。 +\ **Note:** Lightmap baking on :ref:`CSGShape3D`\ s and :ref:`PrimitiveMesh`\ es is not supported, as these cannot store UV2 data required for baking. -\ **注意:**\ 如果没有安装自定义光照贴图,\ **LightmapGI** 只能在使用 Vulkan 后端(Forward+ 或 Mobile)时进行烘焙,而不能在使用 OpenGL 时烘焙。 +\ **Note:** If no custom lightmappers are installed, **LightmapGI** can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL. Additionally, **LightmapGI** rendering is not currently supported when using the OpenGL backend (Compatibility). .. rst-class:: classref-introduction-group diff --git a/classes/zh_CN/class_menubar.rst b/classes/zh_CN/class_menubar.rst index e84fd95351..01542a816a 100644 --- a/classes/zh_CN/class_menubar.rst +++ b/classes/zh_CN/class_menubar.rst @@ -12,14 +12,14 @@ MenuBar **继承:** :ref:`Control` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` -水平菜单栏,会为每个 :ref:`PopupMenu` 子项创建一个 :ref:`MenuButton`\ 。 +水平菜单栏,会为每个 :ref:`PopupMenu` 类型的子节点创建一个 :ref:`MenuButton`\ 。 .. rst-class:: classref-introduction-group 描述 ---- -水平菜单栏,会为每个 :ref:`PopupMenu` 子项创建一个 :ref:`MenuButton`\ 。向这个节点添加 :ref:`PopupMenu` 就会创建新的项目。 +水平菜单栏,会为每个 :ref:`PopupMenu` 类型的子节点创建一个 :ref:`MenuButton`\ 。通过添加 :ref:`PopupMenu` 节点来创建新的菜单选项。 .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_navigationserver3d.rst b/classes/zh_CN/class_navigationserver3d.rst index b3ea86f5c4..8d4d00f78b 100644 --- a/classes/zh_CN/class_navigationserver3d.rst +++ b/classes/zh_CN/class_navigationserver3d.rst @@ -685,7 +685,7 @@ void **agent_set_use_3d_avoidance** **(** :ref:`RID` agent, :ref:`boo 设置该代理在启用避障时使用 2D 避障还是 3D 避障。 -如果为 ``true``\ ,则代理会为 XYZ 轴计算 3D 避障速度,例如在空中、水中、太空中进行的游戏。使用 3D 的代理只会躲避其他使用 3D 避障的代理。使用 3D 的代理只会响应基于半径的避障障碍物。使用 3D 的代理会忽略基于顶点的障碍物。使用 3D 的代理只会躲避其他使用 3D 的代理。 +如果为 ``true``\ ,则代理会为 XYZ 轴计算 3D 避障速度,例如在空中、水下、太空中进行的游戏。使用 3D 的代理只会躲避其他使用 3D 避障的代理。使用 3D 的代理只会响应基于半径的避障障碍物。使用 3D 的代理会忽略基于顶点的障碍物。使用 3D 的代理只会躲避其他使用 3D 的代理。 如果为 ``false``\ ,则代理会沿 XZ 轴计算 2D 避障速度,忽略 Y 轴。使用 2D 的代理只会躲避其他使用 2D 避障的代理。使用 2D 的代理会响应基于半径的避障障碍物。使用 2D 的代理会响应基于顶点的避障障碍物。使用 2D 的代理只会躲避其他使用 2D 的代理。在 2D 避障时,使用 2D 的代理会忽略它们位于当前位置之下或者位于当前位置与代理高度之和之上的其他使用 2D 的代理和障碍物。 diff --git a/classes/zh_CN/class_node.rst b/classes/zh_CN/class_node.rst index edf55d192a..3e5b3590fb 100644 --- a/classes/zh_CN/class_node.rst +++ b/classes/zh_CN/class_node.rst @@ -43,7 +43,7 @@ Node \ **节点的网络编程:**\ 在连接到服务器(或制作服务器,见 :ref:`ENetMultiplayerPeer`\ )之后,可以使用内置的 RPC(远程过程调用)系统在网络上进行通信。在调用 :ref:`rpc` 时传入方法名,将在本地和所有已连接的对等体中调用对应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用,Godot 将使用它的 :ref:`NodePath`\ (请确保所有对等体上的节点名称相同)。另外,请参阅高级网络教程和相应的演示。 -\ **注意:**\ ``script`` 属性是 :ref:`Object` 类的一部分,不属于 **Node**\ 。这个属性暴露的方式和其他属性不同,但提供了 setter 和 getter(\ ``set_script()`` 和 ``get_script()``\ )。 +\ **注意:**\ ``script`` 属性是 :ref:`Object` 类的一部分,不属于 **Node**\ 。这个属性暴露的方式和其他属性不同,但提供了 setter 和 getter(见 :ref:`Object.set_script` 和 :ref:`Object.get_script`\ )。 .. rst-class:: classref-introduction-group @@ -297,9 +297,9 @@ Node **child_entered_tree** **(** :ref:`Node` node **)** -在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着该子节点一起进入。 +当子节点 ``node`` 进入 :ref:`SceneTree` 时触发,通常是因为该节点进入了树(参见 :ref:`tree_entered`\ ),或者 :ref:`add_child` 已被调用。 -这个信号会在该子节点自身的 :ref:`NOTIFICATION_ENTER_TREE` 和 :ref:`tree_entered` *之后*\ 触发。 +该信号在子节点自己的 :ref:`NOTIFICATION_ENTER_TREE` 和 :ref:`tree_entered` *之后*\ 触发。 .. rst-class:: classref-item-separator @@ -311,9 +311,9 @@ Node **child_exiting_tree** **(** :ref:`Node` node **)** -当一个子节点即将退出场景树时发出,要么是因为它正在被移除或直接释放,要么是因为该节点正在退出树。 +当子节点 ``node`` 即将退出 :ref:`SceneTree` 时发出,通常是因为该节点正在退出树(请参阅 :ref:`tree_exiting`\ ),或者因为子节点 ``node`` 正在被移除或释放。 -当收到这个信号时,子 ``node`` 仍然在树中并且有效。该信号在子节点自己的 :ref:`tree_exiting` 和 :ref:`NOTIFICATION_EXIT_TREE` *之后*\ 发出。 +当收到该信号时,子节点 ``node`` 仍然可以在树内访问。该信号在子节点自己的 :ref:`tree_exiting` 和 :ref:`NOTIFICATION_EXIT_TREE` *之后*\ 触发。 .. rst-class:: classref-item-separator @@ -337,7 +337,7 @@ Node **ready** **(** **)** -当该节点就绪时发出。在 :ref:`_ready` 回调之后发出,遵循相同的规则。 +在 :ref:`_ready` 被调用后,当节点被视为就绪时发出。 .. rst-class:: classref-item-separator @@ -349,7 +349,7 @@ Node **renamed** **(** **)** -当该节点被重命名时触发。 +节点位于场景树中,在节点的 :ref:`name` 更改时发出。 .. rst-class:: classref-item-separator @@ -389,7 +389,9 @@ Node **tree_exited** **(** **)** -当该节点退出树之后触发,并且不再处于活动状态。 +节点退出树并且不再活动后发出。 + +该信号会在相关的 :ref:`NOTIFICATION_EXIT_TREE` 通知\ *之后*\ 发出。 .. rst-class:: classref-item-separator @@ -401,9 +403,9 @@ Node **tree_exiting** **(** **)** -当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也可以称之为“析构函数”)。 +当节点即将退出树时发出。节点仍然有效。因此,这是反初始化(如果愿意,也可以称之为“析构函数”)的正确位置。 -这个信号会在相关的 :ref:`NOTIFICATION_EXIT_TREE` 通知\ *之前*\ 触发。 +该信号会在节点的 :ref:`_exit_tree` *之后*\ 和相关的 :ref:`NOTIFICATION_EXIT_TREE` *之前*\ 发出。 .. rst-class:: classref-section-separator @@ -426,7 +428,7 @@ enum **ProcessMode**: :ref:`ProcessMode` **PROCESS_MODE_INHERIT** = ``0`` -从该节点的父节点继承处理模式。如果是根节点,则等价于 :ref:`PROCESS_MODE_PAUSABLE`\ 。默认值。 +从该节点的父节点继承 :ref:`process_mode`\ 。对于根节点来说,这相当于 :ref:`PROCESS_MODE_PAUSABLE`\ 。这是任何新创建的节点的默认设置。 .. _class_Node_constant_PROCESS_MODE_PAUSABLE: @@ -434,7 +436,7 @@ enum **ProcessMode**: :ref:`ProcessMode` **PROCESS_MODE_PAUSABLE** = ``1`` -:ref:`SceneTree` 暂停时停止处理(取消暂停时处理)。与 :ref:`PROCESS_MODE_WHEN_PAUSED` 相反。 +当 :ref:`SceneTree.paused` 为 ``true`` 时停止处理。与 :ref:`PROCESS_MODE_WHEN_PAUSED` 相反。 .. _class_Node_constant_PROCESS_MODE_WHEN_PAUSED: @@ -442,7 +444,7 @@ enum **ProcessMode**: :ref:`ProcessMode` **PROCESS_MODE_WHEN_PAUSED** = ``2`` -仅在 :ref:`SceneTree` 暂停时处理(取消暂停时不处理)。与 :ref:`PROCESS_MODE_PAUSABLE` 相反。 +**仅**\ 当 :ref:`SceneTree.paused` 为 ``true`` 时处理。与 :ref:`PROCESS_MODE_PAUSABLE` 相反。 .. _class_Node_constant_PROCESS_MODE_ALWAYS: @@ -450,7 +452,7 @@ enum **ProcessMode**: :ref:`ProcessMode` **PROCESS_MODE_ALWAYS** = ``3`` -始终处理。始终继续处理,忽略 :ref:`SceneTree` 的 paused 属性。与 :ref:`PROCESS_MODE_DISABLED` 相反。 +始终处理。继续处理,忽略 :ref:`SceneTree.paused`\ 。与 :ref:`PROCESS_MODE_DISABLED` 相反。 .. _class_Node_constant_PROCESS_MODE_DISABLED: @@ -458,7 +460,7 @@ enum **ProcessMode**: :ref:`ProcessMode` **PROCESS_MODE_DISABLED** = ``4`` -从不处理。完全禁用处理,忽略 :ref:`SceneTree` 的 paused 属性。与 :ref:`PROCESS_MODE_ALWAYS` 相反。 +从不处理。完全禁用处理,忽略 :ref:`SceneTree.paused`\ 。与 :ref:`PROCESS_MODE_ALWAYS` 相反。 .. rst-class:: classref-item-separator @@ -544,7 +546,7 @@ enum **DuplicateFlags**: :ref:`DuplicateFlags` **DUPLICATE_SIGNALS** = ``1`` -复制该节点的信号。 +复制该节点的信号连接。 .. _class_Node_constant_DUPLICATE_GROUPS: @@ -552,7 +554,7 @@ enum **DuplicateFlags**: :ref:`DuplicateFlags` **DUPLICATE_GROUPS** = ``2`` -复制节点的组。 +复制节点的分组。 .. _class_Node_constant_DUPLICATE_SCRIPTS: @@ -560,7 +562,7 @@ enum **DuplicateFlags**: :ref:`DuplicateFlags` **DUPLICATE_SCRIPTS** = ``4`` -复制该节点的脚本。 +复制该节点的脚本(与 :ref:`DUPLICATE_USE_INSTANTIATION` 组合时包括祖级脚本)。 .. _class_Node_constant_DUPLICATE_USE_INSTANTIATION: @@ -568,9 +570,7 @@ enum **DuplicateFlags**: :ref:`DuplicateFlags` **DUPLICATE_USE_INSTANTIATION** = ``8`` -使用实例化进行复制。 - -实例与原件保持链接,因此当原件发生变化时,实例也会发生变化。 +使用 :ref:`PackedScene.instantiate` 进行复制。如果该节点来自磁盘上保存的场景,则会重用 :ref:`PackedScene.instantiate` 作为该节点及其子节点副本的基础。 .. rst-class:: classref-item-separator @@ -596,7 +596,7 @@ enum **InternalMode**: :ref:`InternalMode` **INTERNAL_MODE_FRONT** = ``1`` -该节点将被放置在父节点的节点列表开头,在所有非内部兄弟节点之前。 +该节点将被放置在父节点的子节点列表开头,位于所有非内部兄弟节点之前。 .. _class_Node_constant_INTERNAL_MODE_BACK: @@ -604,7 +604,7 @@ enum **InternalMode**: :ref:`InternalMode` **INTERNAL_MODE_BACK** = ``2`` -该节点将被放置在父节点的节点列表末尾,在所有非内部兄弟节点之后。 +该节点将被放置在父节点的子节点列表末尾,位于所有非内部兄弟节点之后。 .. rst-class:: classref-section-separator @@ -621,9 +621,9 @@ enum **InternalMode**: **NOTIFICATION_ENTER_TREE** = ``10`` -当该节点进入 :ref:`SceneTree` 时收到的通知。 +当节点进入 :ref:`SceneTree` 时收到的通知。请参阅 :ref:`_enter_tree`\ 。 -这个通知会在相关的 :ref:`tree_entered` *之前*\ 发出。 +该通知会在相关 :ref:`tree_entered` 信号\ *之前*\ 收到。 .. _class_Node_constant_NOTIFICATION_EXIT_TREE: @@ -631,9 +631,9 @@ enum **InternalMode**: **NOTIFICATION_EXIT_TREE** = ``11`` -当该节点即将退出 :ref:`SceneTree` 时收到的通知。 +当节点即将退出 :ref:`SceneTree` 时收到的通知。请参阅 :ref:`_exit_tree`\ 。 -这个通知会在相关的 :ref:`tree_exiting` *之后*\ 发出。 +该通知会在相关的 :ref:`tree_exiting` 信号\ *之后*\ 收到。 .. _class_Node_constant_NOTIFICATION_MOVED_IN_PARENT: @@ -657,7 +657,7 @@ enum **InternalMode**: **NOTIFICATION_PAUSED** = ``14`` -当该节点被暂停时接收到的通知。 +当节点暂停时收到的通知。请参阅 :ref:`process_mode`\ 。 .. _class_Node_constant_NOTIFICATION_UNPAUSED: @@ -665,7 +665,7 @@ enum **InternalMode**: **NOTIFICATION_UNPAUSED** = ``15`` -当该节点被取消暂停时收到的通知。 +当节点取消暂停时收到的通知。请参阅 :ref:`process_mode`\ 。 .. _class_Node_constant_NOTIFICATION_PHYSICS_PROCESS: @@ -673,7 +673,7 @@ enum **InternalMode**: **NOTIFICATION_PHYSICS_PROCESS** = ``16`` -当设置了 physics process 标志时,每一帧都会收到的通知(见 :ref:`set_physics_process`\ )。 +当 :ref:`is_physics_processing` 返回 ``true`` 时,每个物理帧都会从场景树收到的通知。请参阅 :ref:`_physics_process`\ 。 .. _class_Node_constant_NOTIFICATION_PROCESS: @@ -681,7 +681,7 @@ enum **InternalMode**: **NOTIFICATION_PROCESS** = ``17`` -当设置了 process 标志时,每一帧都会收到的通知(见 :ref:`set_process`\ )。 +当 :ref:`is_processing` 返回 ``true`` 时,每个渲染帧从场景树收到的通知。请参阅 :ref:`_process`\ 。 .. _class_Node_constant_NOTIFICATION_PARENTED: @@ -689,9 +689,9 @@ enum **InternalMode**: **NOTIFICATION_PARENTED** = ``18`` -当一个节点被设置为另一个节点的子节点时收到该通知。 +当节点被设置为另一个节点的子节点时收到的通知(请参阅 :ref:`add_child` 和 :ref:`add_sibling`\ )。 -\ **注意:**\ 这并不意味着一个节点进入了 :ref:`SceneTree`\ 。 +\ **注意:**\ 这并\ *不*\ 意味着该节点进入了 :ref:`SceneTree`\ 。 .. _class_Node_constant_NOTIFICATION_UNPARENTED: @@ -699,7 +699,9 @@ enum **InternalMode**: **NOTIFICATION_UNPARENTED** = ``19`` -当该节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。 +当父节点在该节点上调用 :ref:`remove_child` 时收到的通知。 + +\ **注意:**\ 这并\ *不*\ 意味着该节点退出了 :ref:`SceneTree`\ 。 .. _class_Node_constant_NOTIFICATION_SCENE_INSTANTIATED: @@ -707,7 +709,7 @@ enum **InternalMode**: **NOTIFICATION_SCENE_INSTANTIATED** = ``20`` -当场景被实例化时,该场景的所有者收到的通知。 +当 :ref:`PackedScene.instantiate` 完成时,\ *仅*\ 被新实例化的场景根节点收到的通知。 .. _class_Node_constant_NOTIFICATION_DRAG_BEGIN: @@ -737,7 +739,7 @@ enum **InternalMode**: **NOTIFICATION_PATH_RENAMED** = ``23`` -当该节点或其祖级的名称被更改时收到的通知。当节点从场景树中移除,稍后被添加到另一个父节点时,\ *不会*\ 收到此通知。 +当该节点的 :ref:`name` 或其祖先节点之一的 :ref:`name` 更改时收到的通知。当节点从 :ref:`SceneTree` 中移除时,\ *不会*\ 收到该通知。 .. _class_Node_constant_NOTIFICATION_CHILD_ORDER_CHANGED: @@ -753,7 +755,7 @@ enum **InternalMode**: **NOTIFICATION_INTERNAL_PROCESS** = ``25`` -当设置了内部处理标志时,每一帧都会收到的通知(见 :ref:`set_process_internal`\ )。 +当 :ref:`is_processing_internal` 返回 ``true`` 时,每个渲染帧都会从树中收到的通知。 .. _class_Node_constant_NOTIFICATION_INTERNAL_PHYSICS_PROCESS: @@ -761,7 +763,7 @@ enum **InternalMode**: **NOTIFICATION_INTERNAL_PHYSICS_PROCESS** = ``26`` -当设置了内部物理处理标志时,每一帧都会收到的通知(见 :ref:`set_physics_process_internal`\ )。 +当 :ref:`is_physics_processing_internal` 返回 ``true`` 时,每个物理帧都会从树中收到的通知。 .. _class_Node_constant_NOTIFICATION_POST_ENTER_TREE: @@ -769,7 +771,7 @@ enum **InternalMode**: **NOTIFICATION_POST_ENTER_TREE** = ``27`` -当该节点就绪,在收到 :ref:`NOTIFICATION_READY` 之前收到的通知。与后者不同,该节点每次进入树时都会发送,而不是只发送一次。 +当该节点进入树时,刚好在可能收到 :ref:`NOTIFICATION_READY` 之前,收到的通知。与后者不同的是,它在节点每次进入树时都会发送,而不是只发送一次。 .. _class_Node_constant_NOTIFICATION_DISABLED: @@ -829,7 +831,7 @@ enum **InternalMode**: **NOTIFICATION_WM_WINDOW_FOCUS_IN** = ``1004`` -当该节点的父 :ref:`Window` 获得焦点时收到的通知。可能是在同一引擎实例的两个窗口之间的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗口(在这种情况下,还会发出 :ref:`NOTIFICATION_APPLICATION_FOCUS_IN`\ )。 +当节点的 :ref:`Window` 祖先获得焦点时从操作系统收到的通知。这可能是同一引擎实例的两个窗口之间的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗口的焦点变化(在这种情况下,还会收到 :ref:`NOTIFICATION_APPLICATION_FOCUS_IN`\ )。 \ :ref:`Window` 节点会在获得焦点时收到该通知。 @@ -839,7 +841,7 @@ enum **InternalMode**: **NOTIFICATION_WM_WINDOW_FOCUS_OUT** = ``1005`` -当该节点的父 :ref:`Window` 失去焦点时收到的通知。可能是在同一引擎实例的两个窗口之间的焦点变化,也可能是从游戏的某个窗口切换到操作系统桌面或第三方应用程序(在这种情况下,还会发出 :ref:`NOTIFICATION_APPLICATION_FOCUS_OUT`\ )。 +当节点的 :ref:`Window` 祖先失去焦点时从操作系统收到的通知。这可能是同一引擎实例的两个窗口之间的焦点变化,也可能是从游戏的某一窗口切换到操作系统桌面或第三方应用程序的焦点变化(在这种情况下,还会收到 :ref:`NOTIFICATION_APPLICATION_FOCUS_OUT`\ )。 \ :ref:`Window` 节点会在失去焦点时收到该通知。 @@ -859,9 +861,9 @@ enum **InternalMode**: **NOTIFICATION_WM_GO_BACK_REQUEST** = ``1007`` -当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按钮)。 +当一个返回请求发出时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按钮)。 -仅限 Android 平台。 +仅在 iOS 上实现。 .. _class_Node_constant_NOTIFICATION_WM_SIZE_CHANGED: @@ -869,7 +871,9 @@ enum **InternalMode**: **NOTIFICATION_WM_SIZE_CHANGED** = ``1008`` -当窗口大小发生改变时,从操作系统收到的通知。 +当窗口大小被调整时收到的通知。 + +\ **注意:**\ 只有调整大小的 :ref:`Window` 节点才会收到该通知,并且不会传播到子节点。 .. _class_Node_constant_NOTIFICATION_WM_DPI_CHANGE: @@ -877,7 +881,7 @@ enum **InternalMode**: **NOTIFICATION_WM_DPI_CHANGE** = ``1009`` -当屏幕的 DPI 发生更改时,从操作系统受到的通知。仅在 macOS 上实现。 +当屏幕的每英寸点数(DPI)比例发生更改时,从操作系统收到的通知。仅在 macOS 上实现。 .. _class_Node_constant_NOTIFICATION_VP_MOUSE_ENTER: @@ -903,7 +907,7 @@ enum **InternalMode**: 当应用程序超过其分配的内存时,从操作系统收到的通知。 -仅限 iOS 平台。 +仅在 iOS 上被实现。 .. _class_Node_constant_NOTIFICATION_TRANSLATION_CHANGED: @@ -921,7 +925,7 @@ enum **InternalMode**: 当发出“关于”信息请求时,从操作系统收到的通知。 -仅限 macOS 平台。 +仅在 macOS 上被实现。 .. _class_Node_constant_NOTIFICATION_CRASH: @@ -931,7 +935,7 @@ enum **InternalMode**: 当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。 -如果崩溃处理程序被启用,这只会在桌面平台上实现。 +如果崩溃处理程序被启用,则在桌面平台上被实现。 .. _class_Node_constant_NOTIFICATION_OS_IME_UPDATE: @@ -941,7 +945,7 @@ enum **InternalMode**: 当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串的变化)。 -仅限 macOS 平台。 +仅在 macOS 上被实现。 .. _class_Node_constant_NOTIFICATION_APPLICATION_RESUMED: @@ -951,7 +955,7 @@ enum **InternalMode**: 当应用程序恢复时,从操作系统收到的通知。 -仅限 Android 平台。 +仅在 Android 上被实现。 .. _class_Node_constant_NOTIFICATION_APPLICATION_PAUSED: @@ -961,7 +965,7 @@ enum **InternalMode**: 当应用程序暂停时,从操作系统收到的通知。 -仅限 Android 平台。 +仅在 Android 上被实现。 .. _class_Node_constant_NOTIFICATION_APPLICATION_FOCUS_IN: @@ -989,7 +993,7 @@ enum **InternalMode**: **NOTIFICATION_TEXT_SERVER_CHANGED** = ``2018`` -文本服务器被更改时,收到的通知。 +:ref:`TextServer` 被更改时收到的通知。 .. rst-class:: classref-section-separator @@ -1011,7 +1015,7 @@ enum **InternalMode**: - void **set_editor_description** **(** :ref:`String` value **)** - :ref:`String` **get_editor_description** **(** **)** -为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示在工具提示中。 +节点的可选描述。当将悬停在编辑器场景面板中的节点上时,它将显示为工具提示。 .. rst-class:: classref-item-separator @@ -1046,9 +1050,9 @@ enum **InternalMode**: - void **set_name** **(** :ref:`StringName` value **)** - :ref:`StringName` **get_name** **(** **)** -该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设置为现有名称时,节点将自动重命名。 +该节点的名称。该名称在同级节点(来自同一父节点的其他子节点)中必须是唯一的。当设置为已有同级节点的名称时,该节点将会自动重命名。 -\ **注意:**\ 自动生成的名称可能包含 ``@`` 字符,在使用 :ref:`add_child` 时保留该字符用于唯一名称。手动设置名称时,将删除任何 ``@``\ 。 +\ **注意:**\ 更改名称时,以下字符将被移除:(\ ``.`` ``:`` ``@`` ``/`` ``"`` ``%``\ )。特别是,\ ``@`` 字符是为自动生成的名称保留的。另请参阅 :ref:`String.validate_node_name`\ 。 .. rst-class:: classref-item-separator @@ -1065,9 +1069,9 @@ enum **InternalMode**: - void **set_owner** **(** :ref:`Node` value **)** - :ref:`Node` **get_owner** **(** **)** -该节点的所有者。节点的所有者可以是任何祖先节点(即父节点、祖父节点等沿场景树向上的节点)。也就是说,应该在设置所有者之前调用 :ref:`add_child`\ ,这样才能存在父子关系。(通过 :ref:`PackedScene`\ )保存节点时,它拥有的所有节点也会随之保存。这样就可以创建复杂的场景树,能够进行实例化和子实例化。 +该节点的所有者。所有者必须是该节点的祖先节点。当将所有者节点打包到 :ref:`PackedScene` 中时,它拥有的所有节点也会随之保存。 -\ **注意:**\ 如果想要将子节点持久化进 :ref:`PackedScene`\ ,除了调用 :ref:`add_child` 之外还必须设置 :ref:`owner`\ 。通常在\ :doc:`工具脚本 <../tutorials/plugins/running_code_in_the_editor>`\ 和\ :doc:`编辑器插件 <../tutorials/plugins/editor/index>`\ 中会用到。如果将新节点添加到了场景树中但没有将场景树中的祖先设置为所有者,那么这个节点在 2D/3D 视图中可见,但在场景树中不可见(也不会在打包或保存时进行持久化)。 +\ **注意:**\ 在编辑器中,不属于场景根的节点通常不会显示在场景面板中,并且\ **不**\ 会被保存。为了防止这种情况,请记住在调用 :ref:`add_child` 后设置所有者。另见(参见 :ref:`unique_name_in_owner`\ ) .. rst-class:: classref-item-separator @@ -1084,7 +1088,7 @@ enum **InternalMode**: - void **set_process_mode** **(** :ref:`ProcessMode` value **)** - :ref:`ProcessMode` **get_process_mode** **(** **)** -可用于暂停或取消暂停该节点,也可以让该节点根据 :ref:`SceneTree` 来暂停,还可以让它继承父级的处理模式(默认)。 +该节点的处理行为(请参阅 :ref:`ProcessMode`\ )。要检查该节点是否能够在当前模式和 :ref:`SceneTree.paused` 下进行处理,请使用 :ref:`can_process`\ 。 .. rst-class:: classref-item-separator @@ -1118,7 +1122,7 @@ enum **InternalMode**: - void **set_process_priority** **(** :ref:`int` value **)** - :ref:`int` **get_process_priority** **(** **)** -该节点在已启用的处理回调(即 :ref:`NOTIFICATION_PROCESS`\ 、\ :ref:`NOTIFICATION_PHYSICS_PROCESS` 及其内部对应物)的执行顺序中的优先级。进程优先级值\ *较低*\ 的节点将首先执行其处理回调。 +处理回调(\ :ref:`_process`\ 、\ :ref:`_physics_process`\ 、和内部处理)的节点执行顺序。无论树顺序如何,优先级值\ *较低*\ 的节点将先调用其处理回调。 .. rst-class:: classref-item-separator @@ -1192,7 +1196,7 @@ enum **InternalMode**: - void **set_scene_file_path** **(** :ref:`String` value **)** - :ref:`String` **get_scene_file_path** **(** **)** -如果一个场景是从一个文件实例化来的,则其最顶层的节点的 :ref:`scene_file_path` 中,将包含它从何处被加载的绝对文件路径(例如 ``res://levels/1.tscn``\ )。否则 :ref:`scene_file_path` 被设置为一个空字符串。 +原始场景的文件路径(如果节点已从 :ref:`PackedScene` 文件完成实例化)。只有场景根节点包含该文件路径。 .. rst-class:: classref-item-separator @@ -1209,9 +1213,9 @@ enum **InternalMode**: - void **set_unique_name_in_owner** **(** :ref:`bool` value **)** - :ref:`bool` **is_unique_name_in_owner** **(** **)** -将这个节点的名称设置为其 :ref:`owner` 中的唯一名称。这样就可以从该场景中的任意节点处使用 ``%名称`` 来访问这个节点,无需使用完整路径。 +如果为 ``true``\ ,则可以从共享相同 :ref:`owner` 的任意节点或从 :ref:`owner` 本身访问该节点,并可在 :ref:`get_node` 中使用特殊的 ``%Name`` 语法。 -如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名称设置为唯一名称。 +\ **注意:**\ 如果具有相同 :ref:`owner` 的另一个节点与该节点共享相同的 :ref:`name`\ ,则另一个节点将不可再作为唯一节点名称进行访问。 .. rst-class:: classref-section-separator @@ -1228,7 +1232,7 @@ enum **InternalMode**: void **_enter_tree** **(** **)** |virtual| -当节点进入 :ref:`SceneTree` 时调用(例如实例化时,场景改变时,或者在脚本中调用 :ref:`add_child` 后)。如果节点有子节点,则首先调用它的 :ref:`_enter_tree` 回调函数,然后再调用子节点的回调函数。 +当节点进入 :ref:`SceneTree` 时调用(例如实例化时、场景改变时、或者在脚本中调用 :ref:`add_child` 后)。如果节点有子节点,则首先调用它的 :ref:`_enter_tree` 回调函数,然后再调用子节点的回调函数。 对应于 :ref:`Object._notification` 中的 :ref:`NOTIFICATION_ENTER_TREE` 通知。 @@ -1311,7 +1315,7 @@ void **_physics_process** **(** :ref:`float` delta **)** |virtual| 对应于 :ref:`Object._notification` 中的 :ref:`NOTIFICATION_PHYSICS_PROCESS` 通知。 -\ **注意:**\ 这个方法只有在当节点存在于场景树中时才会被调用(也就是说,如果它不是“孤儿”)。 +\ **注意:**\ 这个方法只有在当节点存在于场景树中时才会被调用(也就是说,如果它不是孤立节点)。 .. rst-class:: classref-item-separator @@ -1329,7 +1333,7 @@ void **_process** **(** :ref:`float` delta **)** |virtual| 对应于 :ref:`Object._notification` 中的 :ref:`NOTIFICATION_PROCESS` 通知。 -\ **注意:**\ 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不是“孤儿”)。 +\ **注意:**\ 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不是孤立节点)。 .. rst-class:: classref-item-separator @@ -1347,7 +1351,7 @@ void **_ready** **(** **)** |virtual| 通常用于初始化。对于更早的初始化,可以使用 :ref:`Object._init`\ 。另见 :ref:`_enter_tree`\ 。 -\ **注意:**\ 对于每个节点可能仅调用一次 :ref:`_ready`\ 。从场景树中移除一个节点后,并再次添加该节点时,将不会第二次调用 :ref:`_ready`\ 。这时可以通过使用 :ref:`request_ready`\ ,它可以在再次添加节点之前的任何地方被调用。 +\ **注意:**\ 该方法对于每个节点可能仅调用一次。从场景树中移除一个节点后,并再次添加该节点时,将\ **不**\ 会第二次调用 :ref:`_ready`\ 。这时可以通过使用 :ref:`request_ready`\ ,它可以在再次添加节点之前的任何地方被调用。 .. rst-class:: classref-item-separator @@ -1367,7 +1371,7 @@ void **_shortcut_input** **(** :ref:`InputEvent` event **)** | 此方法可用于处理快捷键。如果是常规的 GUI 事件,请改用 :ref:`_input`\ 。游戏事件通常应该使用 :ref:`_unhandled_input` 或 :ref:`_unhandled_key_input` 处理。 -\ **注意:**\ 仅当该节点存在于场景树中(即它不是一个孤儿节点)时,此方法才会被调用。 +\ **注意:**\ 仅当该节点存在于场景树中(即它不是一个孤立节点)时,此方法才会被调用。 .. rst-class:: classref-item-separator @@ -1387,7 +1391,7 @@ void **_unhandled_input** **(** :ref:`InputEvent` event **)** 对于游戏输入,这个方法通常比 :ref:`_input` 更合适,因为 GUI 事件需要更高的优先级。对于键盘快捷键,请考虑改用 :ref:`_shortcut_input`\ ,因为是在这个方法之前调用的。最后,如果要处理键盘事件,那么出于性能方面的原因请考虑使用 :ref:`_unhandled_key_input`\ 。 -\ **注意:**\ 仅当该节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。 +\ **注意:**\ 仅当该节点存在于场景树中(即不是孤立节点)时,该方法才会被调用。 .. rst-class:: classref-item-separator @@ -1409,7 +1413,7 @@ void **_unhandled_key_input** **(** :ref:`InputEvent` event ** 对于游戏输入,这和 :ref:`_unhandled_input` 通常比 :ref:`_input` 更适合,因为应该先处理 GUI 事件。该方法的性能也比 :ref:`_unhandled_input` 更好,因为 :ref:`InputEventMouseMotion` 等无关事件会被自动过滤。 -\ **注意:**\ 只有当节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。 +\ **注意:**\ 只有当节点存在于场景树中(即不是孤立节点)时,该方法才会被调用。 .. rst-class:: classref-item-separator @@ -1425,9 +1429,9 @@ void **add_child** **(** :ref:`Node` node, :ref:`bool` f 如果 ``force_readable_name`` 为 ``true``\ ,则将提高所添加的 ``node`` 的可读性。如果尚未命名,\ ``node`` 将重命名为它的类型,如果存在 :ref:`name` 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此,建议将其保留为 ``false``\ ,在这两种情况下会分配包含 ``@`` 的虚拟名称。 -如果 ``internal`` 不同于 :ref:`INTERNAL_MODE_DISABLED`\ ,则该子节点将被添加为内部节点。\ :ref:`get_children` 等方法会忽略这种节点,除非它们的参数 ``include_internal`` 为 ``true``\ 。这种功能的设计初衷是对用户隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功能,例如 :ref:`ColorPicker`\ 。可用的模式见 :ref:`InternalMode`\ 。 +如果 ``internal`` 不同于 :ref:`INTERNAL_MODE_DISABLED`\ ,则该子节点将被添加为内部节点。\ :ref:`get_children` 等方法会忽略这些节点,除非它们的参数 ``include_internal`` 为 ``true``\ 。这种功能的设计初衷是对用户隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功能,例如 :ref:`ColorPicker`\ 。可用的模式见 :ref:`InternalMode`\ 。 -\ **注意:**\ 如果子节点已经有父节点,则该函数会失败。请先使用 :ref:`remove_child` 将节点从当前父节点中移除。例如: +\ **注意:**\ 如果 ``node`` 已经有父节点,则该方法会失败。请先使用 :ref:`remove_child` 将 ``node`` 从其当前父节点中移除。例如: .. tabs:: @@ -1464,13 +1468,13 @@ void **add_child** **(** :ref:`Node` node, :ref:`bool` f void **add_sibling** **(** :ref:`Node` sibling, :ref:`bool` force_readable_name=false **)** -将一个 ``sibling`` 节点添加到当前节点的父节点,与该节点处于同一级别,就在它的正下方。 +将一个 ``sibling`` 节点添加到该节点的父节点,并将该添加的同级节点移动到该节点的正下方。 如果 ``force_readable_name`` 为 ``true``\ ,则提高添加的 ``sibling`` 的可读性。如果没有命名,\ ``sibling`` 将被重命名为它的类型,如果它与一个同级节点共享 :ref:`name`\ ,则添加一个更合适的数字后缀。这个操作很慢。因此,建议将其保留为 ``false``\ ,这会在两种情况下分配一个以 ``@`` 为特色的虚拟名称。 如果不需要将该子节点添加到子列表中特定节点的下方,请使用 :ref:`add_child` 而不是该方法。 -\ **注意:**\ 如果这个节点是内部的,则新的同级节点也将是内部的(参见 :ref:`add_child` 中的 ``internal`` 参数)。 +\ **注意:**\ 如果这个节点是内部的,则添加的同级节点也将是内部的(参见 :ref:`add_child` 的 ``internal`` 参数)。 .. rst-class:: classref-item-separator @@ -1482,11 +1486,13 @@ void **add_sibling** **(** :ref:`Node` sibling, :ref:`bool` group, :ref:`bool` persistent=false **)** -将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如“敌人”或“收集品”等。一个节点可以在任意数量的组中。节点可以随时被分配到一个组中,但在它们进入场景树之前不会添加(参见 :ref:`is_inside_tree`\ )。参阅描述中的注释,以及 :ref:`SceneTree` 中的分组方法。 +将该节点加入 ``group`` 分组。使用分组可以很方便地组织部分节点,例如将敌人加入 ``"enemies"`` 分组、将收集品加入 ``"collectables"`` 分组。注意事项见下文,以及 :ref:`SceneTree` 中相关的分组方法。 -\ ``persistent`` 选项在将节点打包到 :ref:`PackedScene` 并保存到文件时使用。非持久化的组不会被存储。 +如果 ``persistent`` 为 ``true``\ ,则保存 :ref:`PackedScene` 时会存储该分组。在“节点”面板中创建、显示的分组都能够进行持久化。 -\ **注意:**\ 出于性能原因,\ *不*\ 保证节点组的顺序。不应依赖节点组的顺序,因为它可能因项目运行而异。 +\ **注意:**\ 为了提升性能,\ *并不*\ 保证分组名称的顺序,每次运行项目可能会不同。因此请不要依赖分组的顺序。 + +\ **注意:**\ 不再场景树中时,\ :ref:`SceneTree` 的分组方法\ *无法*\ 正常工作(见 :ref:`is_inside_tree`\ )。 .. rst-class:: classref-item-separator @@ -1522,7 +1528,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **can_process** **(** **)** |const| -如果场景树暂停时节点可以处理(请参阅 :ref:`process_mode`\ ),则返回 ``true``\ 。如果场景树未被暂停,则始终返回 ``true``\ ,如果该节点不在树中,则始终返回 ``false``\ 。 +如果节点可以从 :ref:`SceneTree` 和 :ref:`Viewport` 接收处理通知和输入回调(\ :ref:`NOTIFICATION_PROCESS`\ 、\ :ref:`_input` 等),则返回 ``true``\ 。该值取决于当前的 :ref:`process_mode` 和 :ref:`SceneTree.paused`\ 。如果节点不在树内,则返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -1534,7 +1540,9 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Tween` **create_tween** **(** **)** -新建 :ref:`Tween` 并将其绑定到这个节点。与如下操作等价: +新建 :ref:`Tween` 并将其绑定到这个节点。 + +与如下操作等价: .. tabs:: @@ -1549,7 +1557,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo -该 Tween 将在下一个处理帧或物理处理帧时自动开始(取决于 :ref:`TweenProcessMode`\ )。 +该 Tween 将在下一个处理帧或物理帧时自动开始(取决于 :ref:`TweenProcessMode`\ )。 .. rst-class:: classref-item-separator @@ -1561,11 +1569,9 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **duplicate** **(** :ref:`int` flags=15 **)** |const| -复制该节点,返回一个新的节点。 +复制该节点,返回一个新节点,其中包含从原始节点复制的所有属性、信号和组。可以通过 ``flags`` 调整该行为(请参阅 :ref:`DuplicateFlags`\ )。 -可以使用 ``flags`` 微调该行为(请参阅 :ref:`DuplicateFlags`\ )。 - -\ **注意:**\ 如果节点包含一个带有构造参数的脚本(即需要向 :ref:`Object._init` 方法提供参数),它将无法正常工作。在这种情况下,节点将在没有脚本的情况下被复制。 +\ **注意:**\ 对于附带有 :ref:`Script` 的节点,如果 :ref:`Object._init` 已使用所需参数定义,则复制的节点将不会有 :ref:`Script`\ 。 .. rst-class:: classref-item-separator @@ -1577,17 +1583,13 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **find_child** **(** :ref:`String` pattern, :ref:`bool` recursive=true, :ref:`bool` owned=true **)** |const| -查找此节点的后代中,其名称与 :ref:`String.match` 中的 ``pattern`` 匹配的第一个节点。也会查找内部子节点(见 :ref:`add_child` 的 ``internal`` 参数)。 +查找该节点的后代节点中,其 :ref:`name` 与 ``pattern`` 匹配的第一个节点。如果找不到匹配项,则返回 ``null``\ 。匹配是通过 :ref:`String.match` 针对节点名称完成的,而\ *不*\ 是针对其路径。因此,它区分大小写,\ ``"*"`` 匹配零个或多个字符,\ ``"?"`` 匹配任意单个字符。 -\ ``pattern`` 不匹配完整路径,只匹配单个节点名称。它区分大小写,\ ``"*"`` 匹配零个或多个字符,\ ``"?"`` 匹配除 ``"."`` 之外的任意单个字符。 +如果 ``recursive`` 为 ``false``\ ,则仅检查该节点的直接子节点。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后检查它自己的直接子节点,依此类推;然后移动到第二个直接子节点,依此类推。内部子级也包含在该搜索中(请参阅 :ref:`add_child` 中的 ``internal`` 参数)。 -如果 ``recursive`` 为 ``true``\ ,则查找范围包括所有子节点,即使嵌套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 ``recursive`` 为 ``false``\ ,则仅匹配该节点的直接子节点。 +如果 ``owned`` 为 ``true``\ ,则仅检查具有有效 :ref:`owner` 节点的后代。 -如果 ``owned`` 为 ``true``\ ,则该方法仅查找分配有 :ref:`owner` 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。 - -如果找不到匹配的 **Node**\ ,则返回 ``null``\ 。 - -\ **注意:**\ 由于该方法会遍历节点的所有后代,因此它是获取对另一个节点的引用的最慢方法。只要有可能,请考虑改用使用唯一名称的 :ref:`get_node`\ (请参阅 :ref:`unique_name_in_owner`\ ),或将该节点引用缓存到变量中。 +\ **注意:**\ 该方法可能非常慢。考虑将找到的节点的引用存储在变量中。或者,使用唯一名称调用 :ref:`get_node`\ (请参阅 :ref:`unique_name_in_owner`\ )。 \ **注意:**\ 要查找匹配一个模式或类类型的所有后代节点,请参阅 :ref:`find_children`\ 。 @@ -1601,21 +1603,17 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node[]` **find_children** **(** :ref:`String` pattern, :ref:`String` type="", :ref:`bool` recursive=true, :ref:`bool` owned=true **)** |const| -查找该节点的后代节点,其名称与 :ref:`String.match` 中的 ``pattern`` 匹配,和/或类型与 :ref:`Object.is_class` 中的 ``type`` 匹配。也会查找内部子节点(见 :ref:`add_child` 的 ``internal`` 参数)。 +查找该节点的后代节点中,其名称与 ``pattern`` 匹配的所有节点。如果找不到匹配项,则返回空 :ref:`Array`\ 。匹配是通过 :ref:`String.match` 针对节点名称完成的,而\ *不*\ 是针对其路径。因此,它区分大小写,\ ``"*"`` 匹配零个或多个字符,\ ``"?"`` 匹配任意单个字符。 -\ ``pattern`` 不匹配完整路径,只匹配单个节点名称。它区分大小写,\ ``"*"`` 匹配零个或多个字符,\ ``"?"`` 匹配除 ``"."`` 之外的任意单个字符。 +如果 ``type`` 不为空,则仅包含从 ``type`` 继承的后代节点(请参阅 :ref:`Object.is_class`\ )。 -\ ``type`` 将检查相等性或继承关系,并且区分大小写。\ ``"Object"`` 会匹配类型为 ``"Node"`` 的节点,但反之则不然。 +如果 ``recursive`` 为 ``false``\ ,则仅检查该节点的直接子节点。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后检查它自己的直接子节点,依此类推;然后移动到第二个直接子节点,依此类推。内部子级也包含在该搜索中(请参阅 :ref:`add_child` 中的 ``internal`` 参数)。 -如果 ``recursive`` 为 ``true``\ ,则匹配范围包括所有子节点,即使嵌套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 ``recursive`` 为 ``false``\ ,则仅匹配该节点的直接子节点。 +如果 ``owned`` 为 ``true``\ ,则仅检查具有有效 :ref:`owner` 节点的后代。 -如果 ``owned`` 为 ``true``\ ,则该方法仅查找分配有 :ref:`owner` 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。 +\ **注意:**\ 该方法可能非常慢。考虑将找到的节点的引用存储在变量中。 -如果找不到匹配的节点,则返回空数组。 - -\ **注意:**\ 由于该方法会遍历节点的所有后代,因此它是获取对其他节点的引用的最慢方法。只要有可能,请考虑将节点引用缓存到变量中。 - -\ **注意:**\ 如果只想查找匹配模式的第一个后代节点,请参阅 :ref:`find_child`\ 。 +\ **注意:**\ 如果只想查找匹配一个模式的单个后代节点,请参阅 :ref:`find_child`\ 。 .. rst-class:: classref-item-separator @@ -1627,11 +1625,9 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **find_parent** **(** :ref:`String` pattern **)** |const| -查找当前节点的第一个父节点,其名称与 :ref:`String.match` 中的 ``pattern`` 匹配。 +查找该节点的祖先节点中,其 :ref:`name` 与 ``pattern`` 匹配的第一个节点。如果找不到匹配项,则返回 ``null``\ 。匹配是通过 :ref:`String.match` 完成的。因此,它区分大小写,\ ``"*"`` 匹配零个或多个字符,\ ``"?"`` 匹配任意单个字符。另见 :ref:`find_child` 和 :ref:`find_children`\ 。 -\ ``pattern`` 不匹配完整路径,只匹配单个节点名称。它区分大小写,\ ``"*"`` 匹配零个或多个字符,\ ``"?"`` 匹配除 ``"."`` 之外的任意单个字符。 - -\ **注意:**\ 由于该方法在场景树中向上遍历,因此在大型、深度嵌套的场景树中可能会很慢。只要有可能,请考虑使用具有唯一名称的 :ref:`get_node`\ (请参阅 :ref:`unique_name_in_owner`\ ),或将该节点引用缓存到变量中。 +\ **注意:** 由于该方法在场景树中向上遍历,因此在大型、深度嵌套的节点中可能会很慢。考虑将找到的节点的引用存储在变量中。或者,使用唯一名称调用 :ref:`get_node`\ (请参阅 :ref:`unique_name_in_owner`\ )。 .. rst-class:: classref-item-separator @@ -1643,13 +1639,21 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **get_child** **(** :ref:`int` idx, :ref:`bool` include_internal=false **)** |const| -按索引返回一个子节点(见 :ref:`get_child_count`\ )。这个方法经常被用于遍历一个节点的所有子节点。 +通过索引获取子节点。每个子节点都有一个相对于其同级节点的索引(请参阅 :ref:`get_index`\ )。第一个子节点位于索引 0 处。负值也可用于从列表末尾开始。该方法可以与 :ref:`get_child_count` 结合使用来迭代该节点的子节点。如果给定索引处不存在子节点,则该方法返回 ``null`` 并生成一个错误。 -负索引将从最后一个开始访问子节点。 +如果 ``include_internal`` 为 ``false``\ ,则忽略内部子节点(请参阅 :ref:`add_child` 的 ``internal`` 参数)。 -如果 ``include_internal`` 为 ``false``\ ,则跳过内部子节点(见 :ref:`add_child` 中的 ``internal`` 参数)。 +:: -要通过名称访问一个子节点,请使用 :ref:`get_node`\ 。 + # 假设以下是该节点的子节点(按顺序): + # 第一、中间、最后。 + + var a = get_child(0).name # a 是 “第一” + var b = get_child(1).name # b 是 “中间” + var b = get_child(2).name # b 是 “最后” + var c = get_child(-1).name # c 是 “最后” + +\ **注意:**\ 要通过 :ref:`NodePath` 获取节点,请使用 :ref:`get_node`\ 。 .. rst-class:: classref-item-separator @@ -1661,7 +1665,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`int` **get_child_count** **(** :ref:`bool` include_internal=false **)** |const| -返回子节点的数量。 +返回该节点的子节点的数量。 如果 ``include_internal`` 为 ``false`` ,则不计算内部子节点(见 :ref:`add_child` 的 ``internal`` 参数)。 @@ -1675,9 +1679,9 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node[]` **get_children** **(** :ref:`bool` include_internal=false **)** |const| -返回一组对节点子节点的引用。 +返回该节点的所有子节点到一个 :ref:`Array` 内。 -如果 ``include_internal`` 为 ``false``\ ,则返回的数组将不包含内部子节点(见 :ref:`add_child` 中的 ``internal`` 参数)。 +如果 ``include_internal`` 为 ``false``\ ,则从返回的数组中排除内部子节点(见 :ref:`add_child` 的 ``internal`` 参数)。 .. rst-class:: classref-item-separator @@ -1689,26 +1693,26 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`StringName[]` **get_groups** **(** **)** |const| -返回一个列出该节点所属的分组的数组。 +返回该节点已被添加到的分组的名称的 :ref:`Array`\ 。 -\ **注意:**\ 出于性能原因,\ *不*\ 保证节点分组的顺序。 不应依赖节点分组的顺序,因为它可能因项目运行而异。 +\ **注意:**\ 为了提高性能,\ *不*\ 保证分组名称的顺序,并且在项目运行之间可能会有所不同。因此,不要依赖分组顺序。 -\ **注意:**\ 引擎在内部使用了一些分组名称(全部以下划线开头)。为避免与内部分组冲突,请勿添加名称以下划线开头的自定义分组。要在遍历 :ref:`get_groups` 时排除内部分组,请使用以下代码段: +\ **注意:**\ 该方法还可能返回一些以下划线(\ ``_``\ )开头的分组名称。这些名称被引擎内部使用。为避免冲突,请勿使用以下划线开头的自定义分组。要排除内部分组,请参阅以下代码片段: .. tabs:: .. code-tab:: gdscript - # 仅存储节点的非内部分组(作为一个字符串数组)。 + # 仅存储节点的非内部分组(作为一个 StringNames 数组)。 var non_internal_groups = [] for group in get_groups(): - if not group.begins_with("_"): + if not str(group).begins_with("_"): non_internal_groups.push_back(group) .. code-tab:: csharp - // 仅存储节点的非内部分组(作为一个字符串列表)。 + // 仅存储节点的非内部分组(作为一个 StringNames 列表)。 List nonInternalGroups = new List(); foreach (string group in GetGroups()) { @@ -1728,9 +1732,9 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`int` **get_index** **(** :ref:`bool` include_internal=false **)** |const| -返回节点在场景树分支中的顺序。例如,如果在第一个子节点上调用,则位置为 ``0``\ 。 +返回该节点在其同级节点中的顺序。第一个节点的索引是 ``0``\ 。另见 :ref:`get_child`\ 。 -如果 ``include_internal`` 为 ``false``\ ,则索引将不会考虑内部子节点,即第一个非内部子节点的索引将为 0(见 :ref:`add_child` 中的 ``internal`` 参数)。 +如果 ``include_internal`` 为 ``false``\ ,则返回的索引会忽略内部子节点。第一个非内部子节点的索引为 ``0``\ (见 :ref:`add_child` 的 ``internal`` 参数)。 .. rst-class:: classref-item-separator @@ -1766,24 +1770,26 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **get_node** **(** :ref:`NodePath` path **)** |const| -获取一个节点。\ :ref:`NodePath` 可以是到一个节点的相对路径(从当前节点)或绝对路径(在场景树中)。如果该路径不存在,则返回 ``null`` 并记录一个错误。尝试访问该返回值上的方法,将产生一个“尝试在一个 null 实例上调用 。”错误。 +获取一个节点。\ :ref:`NodePath` 可以是到一个节点的相对路径(从该节点开始)或绝对路径(从 :ref:`SceneTree.root` 开始)。如果 ``path`` 未指向一个有效节点,则会生成错误并返回 ``null``\ 。尝试访问返回值上的方法将导致\ *“尝试在一个 null 实例上调用 。”*\ 错误。 -\ **注意:**\ 获取绝对路径,仅在节点位于场景树内部时有效(参见 :ref:`is_inside_tree`\ )。 +\ **注意:**\ 通过绝对路径获取,仅在节点位于场景树内部时有效(参见 :ref:`is_inside_tree`\ )。 -\ **示例:**\ 假设你当前的节点是 Character 和以下树: +\ **示例:**\ 假设从以下树内的 Character 节点调用该方法: :: - /root - /root/Character - /root/Character/Sword - /root/Character/Backpack/Dagger - /root/MyGame - /root/Swamp/Alligator - /root/Swamp/Mosquito - /root/Swamp/Goblin + ┖╴root + ┠╴Character (you are here!) + ┃ ┠╴Sword + ┃ ┖╴Backpack + ┃ ┖╴Dagger + ┠╴MyGame + ┖╴Swamp + ┠╴Alligator + ┠╴Mosquito + ┖╴Goblin -可能的路径有: +以下调用将返回一个有效节点: .. tabs:: @@ -1814,26 +1820,52 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Array` **get_node_and_resource** **(** :ref:`NodePath` path **)** -按照 :ref:`NodePath` 的子名称(例如 ``Area2D/CollisionShape2D:shape``\ )指定的方式,获取节点及其一个资源。如果在 :ref:`NodePath` 中指定了多个嵌套资源,则将获取最后一个。 +获取节点及其由 :ref:`NodePath` 子名指定的嵌套最深的资源。返回一个大小为 ``3`` 的 :ref:`Array`\ ,其中: -返回值是一个大小为 3 的数组:第一个索引指向该 **Node**\ (如果未找到,则为 ``null``\ ),第二个索引指向 :ref:`Resource`\ (或者未找到时为 ``null``\ ),第三个索引是剩余的 :ref:`NodePath`\ ,如果有的话。 +- 元素 ``0`` 是 **Node**\ ,如果找不到,则为 ``null``\ ; -例如,假设 ``Area2D/CollisionShape2D`` 是一个有效的节点,并且它的 ``shape`` 属性已被分配了一个 :ref:`RectangleShape2D` 资源,那么可以得到这样的输出: +- 元素 ``1`` 是子名中最后嵌套的 :ref:`Resource`\ ,如果找不到,则为 ``null``\ ; + +- 元素 ``2`` 是剩余的 :ref:`NodePath`\ ,引用一个已有的非 :ref:`Resource` 属性(请参阅 :ref:`Object.get_indexed`\ )。 + +\ **示例:**\ 假设子节点的 :ref:`Sprite2D.texture` 已被分配了一个\ :ref:`AtlasTexture`\ : .. tabs:: .. code-tab:: gdscript - print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ] - print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ] - print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] + var a = get_node_and_resource("Area2D/Sprite2D") + print(a[0].name) # 打印 Sprite2D + print(a[1]) # 打印 + print(a[2]) # 打印 ^"" + + var b = get_node_and_resource("Area2D/Sprite2D:texture:atlas") + print(b[0].name) # 打印 Sprite2D + print(b[1].get_class()) # 打印 AtlasTexture + print(b[2]) # 打印 ^"" + + var c = get_node_and_resource("Area2D/Sprite2D:texture:atlas:region") + print(c[0].name) # 打印 Sprite2D + print(c[1].get_class()) # 打印 AtlasTexture + print(c[2]) # 打印 ^":region" .. code-tab:: csharp - GD.Print(GetNodeAndResource("Area2D/CollisionShape2D")); // [[CollisionShape2D:1161], Null, ] - GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], ] - GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape:extents")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] + var a = GetNodeAndResource(NodePath("Area2D/Sprite2D")); + GD.Print(a[0].Name); // 打印 Sprite2D + GD.Print(a[1]); // 打印 + GD.Print(a[2]); // 打印 ^" + + var b = GetNodeAndResource(NodePath("Area2D/Sprite2D:texture:atlas")); + GD.Print(b[0].name); // 打印 Sprite2D + GD.Print(b[1].get_class()); // 打印 AtlasTexture + GD.Print(b[2]); // 打印 ^"" + + var c = GetNodeAndResource(NodePath("Area2D/Sprite2D:texture:atlas:region")); + GD.Print(c[0].name); // 打印 Sprite2D + GD.Print(c[1].get_class()); // 打印 AtlasTexture + GD.Print(c[2]); // 打印 ^":region" @@ -1847,7 +1879,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **get_node_or_null** **(** :ref:`NodePath` path **)** |const| -类似于 :ref:`get_node`\ ,但在 ``path`` 没有指向有效的 **Node** 时不会记录错误。 +通过 :ref:`NodePath` 获取节点。类似于 :ref:`get_node`\ ,但在 ``path`` 没有指向有效节点时不会生成错误。 .. rst-class:: classref-item-separator @@ -1859,7 +1891,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Node` **get_parent** **(** **)** |const| -返回当前节点的父节点,如果节点缺少父节点,则返回 ``null``\ 。 +返回该节点的父节点,如果该节点没有父节点,则返回 ``null``\ 。 .. rst-class:: classref-item-separator @@ -1871,7 +1903,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`NodePath` **get_path** **(** **)** |const| -返回当前节点的绝对路径。这只在当前节点在场景树中起作用(见 :ref:`is_inside_tree`\ )。 +返回该节点相对于 :ref:`SceneTree.root` 的绝对路径。如果该节点不在场景树内部,则该方法失败并返回空的 :ref:`NodePath`\ 。 .. rst-class:: classref-item-separator @@ -1883,11 +1915,11 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`NodePath` **get_path_to** **(** :ref:`Node` node, :ref:`bool` use_unique_path=false **)** |const| -返回从该节点到指定节点 ``node`` 的相对 :ref:`NodePath`\ 。这两个节点都必须在同一个场景中,否则函数会失败。 +返回从该节点到指定节点 ``node`` 的相对 :ref:`NodePath`\ 。这两个节点都必须在同一个 :ref:`SceneTree` 中,否则该方法将失败并返回一个空的 :ref:`NodePath`\ 。 -如果 ``use_unique_path`` 为 ``true``\ ,则会返回考虑唯一节点的最短路径。 +如果 ``use_unique_path`` 为 ``true``\ ,则返回考虑该节点唯一名称的最短路径(请参阅 :ref:`unique_name_in_owner`\ )。 -\ **注意:**\ 如果你获取了从唯一节点开始的相对路径,则该路径可能由于唯一节点的名称长度而比普通的相对路径长。 +\ **注意:**\ 如果你获取了从唯一节点开始的相对路径,则由于添加了唯一节点的名称,该路径可能比普通的相对路径长。 .. rst-class:: classref-item-separator @@ -1899,7 +1931,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`float` **get_physics_process_delta_time** **(** **)** |const| -返回自上一个物理绑定帧以来经过的时间(单位为秒)(见 :ref:`_physics_process`\ )。除非通过 :ref:`Engine.physics_ticks_per_second` 更改每秒帧数,否则这在物理处理中始终是一个恒定值。 +返回自上次物理回调以来经过的时间(单位为秒)。该值与 :ref:`_physics_process` 的 ``delta`` 参数相同,并且除非 :ref:`Engine.physics_ticks_per_second` 被更改,否则这在运行时通常是恒定的。另请参阅 :ref:`NOTIFICATION_PHYSICS_PROCESS`\ 。 .. rst-class:: classref-item-separator @@ -1911,7 +1943,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`float` **get_process_delta_time** **(** **)** |const| -返回自上次处理回调以来经过的时间(单位为秒)。这个值可能因帧而异。 +返回自上次处理回调以来经过的时间(单位为秒)。该值与 :ref:`_process` 的 ``delta`` 参数相同,并且可能因帧而异。另请参阅 :ref:`NOTIFICATION_PROCESS`\ 。 .. rst-class:: classref-item-separator @@ -1923,7 +1955,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **get_scene_instance_load_placeholder** **(** **)** |const| -如果这是一个实例加载占位符,则返回 ``true``\ 。见 :ref:`InstancePlaceholder`\ 。 +如果该节点是一个实例加载占位符,则返回 ``true``\ 。见 :ref:`InstancePlaceholder` 和 :ref:`set_scene_instance_load_placeholder`\ 。 .. rst-class:: classref-item-separator @@ -1935,7 +1967,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`SceneTree` **get_tree** **(** **)** |const| -返回包含该节点的 :ref:`SceneTree`\ 。如果该节点不在场景树内,则返回 ``null`` 并打印错误。另见 :ref:`is_inside_tree`\ 。 +返回包含该节点的 :ref:`SceneTree`\ 。如果该节点不在场景树内,则会生成错误并返回 ``null``\ 。另见 :ref:`is_inside_tree`\ 。 .. rst-class:: classref-item-separator @@ -1993,7 +2025,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`Viewport` **get_viewport** **(** **)** |const| -返回节点的 :ref:`Viewport`\ 。 +如果节点位于场景树内部,则返回该节点最近的 :ref:`Viewport` 祖先。否则,返回 ``null``\ 。 .. rst-class:: classref-item-separator @@ -2017,7 +2049,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **has_node** **(** :ref:`NodePath` path **)** |const| -如果 :ref:`NodePath` 指向的节点存在,则返回 ``true``\ 。 +如果 ``path`` 指向一个有效节点,则返回 ``true``\ 。另见 :ref:`get_node`\ 。 .. rst-class:: classref-item-separator @@ -2029,7 +2061,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **has_node_and_resource** **(** :ref:`NodePath` path **)** |const| -如果 :ref:`NodePath` 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 ``Area2D/CollisionShape2D:shape``\ ,则返回 ``true``\ 。具有非 :ref:`Resource` 类型的属性(例如节点或基本数学类型)不被认为是资源。 +如果 ``path`` 指向一个有效的节点,并且它的子名称指向一个有效的 :ref:`Resource`\ ,例如 ``Area2D/CollisionShape2D:shape``\ ,则返回 ``true``\ 。不考虑非 :ref:`Resource` 类型(例如节点或其他 :ref:`Variant` 类型)的属性。另见 :ref:`get_node_and_resource`\ 。 .. rst-class:: classref-item-separator @@ -2041,7 +2073,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **is_ancestor_of** **(** :ref:`Node` node **)** |const| -如果给定节点是当前节点的直接或间接子节点,则返回 ``true``\ 。 +如果给定的 ``node`` 是该节点的直接或间接子节点,则返回 ``true``\ 。 .. rst-class:: classref-item-separator @@ -2053,7 +2085,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **is_displayed_folded** **(** **)** |const| -如果该节点在“场景”面板中被折叠,则返回 ``true``\ 。该方法仅适用于编辑器工具。 +如果该节点在“场景”面板中被折叠,则返回 ``true``\ 。该方法旨在用于编辑器插件和工具。另见 :ref:`set_display_folded`\ 。 .. rst-class:: classref-item-separator @@ -2065,7 +2097,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **is_editable_instance** **(** :ref:`Node` node **)** |const| -如果 ``node`` 有与相对于此节点的可编辑子节点,则返回 ``true``\ 。该方法仅适用于编辑器工具。 +如果 ``node`` 具有相对于该节点启用的可编辑子节点,则返回 ``true``\ 。该方法旨在用于编辑器插件和工具。另见 :ref:`set_editable_instance`\ 。 .. rst-class:: classref-item-separator @@ -2077,7 +2109,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **is_greater_than** **(** :ref:`Node` node **)** |const| -如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 ``true``\ 。 +如果给定的 ``node`` 在场景层次结构中出现得比该节点晚,则返回 ``true``\ 。晚出现的节点通常晚处理。 .. rst-class:: classref-item-separator @@ -2089,7 +2121,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **is_in_group** **(** :ref:`StringName` group **)** |const| -如果该节点在指定的组中,则返回 ``true``\ 。参阅描述中的注释和 :ref:`SceneTree` 中的组方法。 +如果该节点已被添加到给定的 ``group``\ ,则返回 ``true``\ 。请参阅 :ref:`add_to_group` 和 :ref:`remove_from_group`\ 。另请参阅描述中的注释以及 :ref:`SceneTree` 的分组方法。 .. rst-class:: classref-item-separator @@ -2101,7 +2133,7 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo :ref:`bool` **is_inside_tree** **(** **)** |const| -如果该节点当前在 :ref:`SceneTree` 中,返回 ``true``\ 。 +如果该节点当前在 :ref:`SceneTree` 中,返回 ``true``\ 。另见 :ref:`get_tree`\ 。 .. rst-class:: classref-item-separator @@ -2235,9 +2267,9 @@ void **add_to_group** **(** :ref:`StringName` group, :ref:`boo void **move_child** **(** :ref:`Node` child_node, :ref:`int` to_index **)** -在其他子节点中将子节点移动到不同的索引(顺序)。由于调用、信号等是按树顺序执行的,因此更改子节点的顺序可能会很有用。如果 ``to_index`` 为负数,索引将从末尾开始计算。 +将 ``child_node`` 移动到给定索引。节点的索引是其同级节点之间的顺序。如果 ``to_index`` 为负,则索引从列表末尾开始计数。另见 :ref:`get_child` 和 :ref:`get_index`\ 。 -\ **注意:**\ 内部子节点只能在其期望的“内部范围”内移动(参见 :ref:`add_child` 中的 ``internal`` 参数)。 +\ **注意:**\ 几个引擎回调(\ :ref:`_ready`\ 、\ :ref:`_process` 等)和通过 :ref:`propagate_notification` 发送的通知的处理顺序受树顺序的影响。\ :ref:`CanvasItem` 节点也按树顺序渲染。另见\ :ref:`process_priority`\ 。 .. rst-class:: classref-item-separator @@ -2273,9 +2305,9 @@ void **notify_thread_safe** **(** :ref:`int` what **)** void **print_orphan_nodes** **(** **)** |static| -输出所有孤立节点(\ :ref:`SceneTree` 之外的节点)。用于调试。 +输出所有孤立节点(\ :ref:`SceneTree` 之外的节点)。利于调试。 -\ **注意:**\ :ref:`print_orphan_nodes` 只在调试版本中有效。在以发布模式导出的项目中调用时,\ :ref:`print_orphan_nodes` 不会输出任何内容。 +\ **注意:**\ 该方法仅适用于调试构建版本。在以发布模式导出的项目中不执行任何操作。 .. rst-class:: classref-item-separator @@ -2287,18 +2319,18 @@ void **print_orphan_nodes** **(** **)** |static| void **print_tree** **(** **)** -将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/粘贴到 :ref:`get_node` 函数中。 +将该节点及其子节点打印到标准输出,会进行递归操作。该节点可以不在树中。这个方法输出的是相对于当前节点的路径,适合复制/粘贴到 :ref:`get_node` 函数中。另见 :ref:`print_tree_pretty`\ 。 \ **示例输出:**\ :: - TheGame - TheGame/Menu - TheGame/Menu/Label - TheGame/Menu/Camera2D - TheGame/SplashScreen - TheGame/SplashScreen/Camera2D + . + Menu + Menu/Label + Menu/Camera2D + SplashScreen + SplashScreen/Camera2D .. rst-class:: classref-item-separator @@ -2310,7 +2342,7 @@ void **print_tree** **(** **)** void **print_tree_pretty** **(** **)** -类似于 :ref:`print_tree`\ ,会将树打印到标准输出。这个版本显示了一种更加图形化的表示方式,类似于在场景面板中显示的内容。非常适合检查较大的树。 +递归地将节点及其子节点打印到控制台。节点不必位于场景树中。类似于 :ref:`print_tree`\ ,但图形表示看起来像编辑器的场景面板中显示的内容。利于检查较大的树。 \ **输出示例:**\ @@ -2333,7 +2365,9 @@ void **print_tree_pretty** **(** **)** void **propagate_call** **(** :ref:`StringName` method, :ref:`Array` args=[], :ref:`bool` parent_first=false **)** -在该节点上并递归地在其所有子节点上,使用 ``args`` 中给出的参数调用给定方法(如果存在)。如果 ``parent_first`` 参数为 ``true``\ ,则该方法将首先在当前节点上调用,然后在其所有子节点上调用。如果 ``parent_first`` 为 ``false``\ ,则子节点上的方法将首先被调用。 +在该节点上并递归地在其所有子节点上,调用给定的 ``method`` 名称,并将 ``args`` 作为参数传递。 + +如果 ``parent_first`` 参数为 ``true``\ ,则该方法将首先在该节点上调用,然后在其所有子节点上调用。如果为 ``false``\ ,则子节点的方法将首先被调用。 .. rst-class:: classref-item-separator @@ -2345,7 +2379,7 @@ void **propagate_call** **(** :ref:`StringName` method, :ref:` void **propagate_notification** **(** :ref:`int` what **)** -通过对所有节点调用 :ref:`Object.notification`\ ,递归地通知当前节点和它的所有子节点。 +在该节点上并递归地在其所有子节点上,使用 ``what`` 调用 :ref:`Object.notification`\ 。 .. rst-class:: classref-item-separator @@ -2357,11 +2391,11 @@ void **propagate_notification** **(** :ref:`int` what **)** void **queue_free** **(** **)** -将节点加入队列,在当前帧结束时删除。节点被删除时,它的所有子节点也将被删除,对该节点及其子节点的引用也会失效,见 :ref:`Object.free`\ 。 +将该节点加入队列以在当前帧末尾删除。被删除时,其所有子节点也将被删除,并且对该节点及其子节点的所有引用都将变得无效。 -同一帧可以对同一个节点调用多次 :ref:`queue_free`\ ,也可以 :ref:`Object.free` 已经排队删除的节点。请使用 :ref:`Object.is_queued_for_deletion` 检查节点是否将在帧结束时被删除。 +与 :ref:`Object.free` 不同,该节点不会被立即删除,并且它在被删除前仍然可以访问。多次调用 :ref:`queue_free` 也是安全的。使用 :ref:`Object.is_queued_for_deletion` 检查节点是否会在该帧末尾删除。 -该节点会在所有其他已延迟的调用结束后释放,所以使用 :ref:`queue_free` 并不总是和通过 :ref:`Object.call_deferred` 调用 :ref:`Object.free` 相同。 +\ **注意:**\ 该节点只会在所有其他已延迟的调用完成后释放。使用该方法并不总会和通过 :ref:`Object.call_deferred` 调用 :ref:`Object.free` 相同。 .. rst-class:: classref-item-separator @@ -2373,9 +2407,9 @@ void **queue_free** **(** **)** void **remove_child** **(** :ref:`Node` node **)** -删除一个子节点。该节点不会被删除,必须手动删除。 +移除一个子 ``node``\ 。该 ``node`` 及其子节点\ **不会**\ 被删除。要删除节点,见 :ref:`queue_free`\ 。 -\ **注意:**\ 如果该 :ref:`owner` 不再是父节点或祖先,则该函数可以将被移除节点(或其后代)的 :ref:`owner` 设置为 ``null``\ 。 +\ **注意:**\ 当该节点位于场景树中时,如果被移除的 ``node``\ (或其后代)的 :ref:`owner` 不再是祖先(参见 :ref:`is_ancestor_of`\ ),则该方法将它们的 :ref:`owner` 设置为 ``null``\ 。 .. rst-class:: classref-item-separator @@ -2387,7 +2421,7 @@ void **remove_child** **(** :ref:`Node` node **)** void **remove_from_group** **(** :ref:`StringName` group **)** -从 ``group`` 中移除一个节点。如果该节点不在 ``group`` 中,则不执行任何操作。见描述中的注意项,以及 :ref:`SceneTree` 中的分组方法。 +从给定的 ``group`` 中移除该节点。如果该节点不在 ``group`` 中,则不执行任何操作。另请参阅描述中的注释以及 :ref:`SceneTree` 的分组方法。 .. rst-class:: classref-item-separator @@ -2413,13 +2447,11 @@ void **reparent** **(** :ref:`Node` new_parent, :ref:`bool` node, :ref:`bool` keep_groups=false **)** -将场景中的某个节点替换为给定的节点。经过该节点的订阅会丢失。 +将该节点替换为给定的 ``node``\ 。该节点的所有子节点都会被移动到 ``node``\ 。 -如果 ``keep_groups`` 为 ``true``\ ,则 ``node`` 被添加到被替换节点所在的相同分组中。 +如果 ``keep_groups`` 为 ``true``\ ,则 ``node`` 将被添加到被替换节点所在的相同分组中(请参阅 :ref:`add_to_group`\ )。 -\ **注意:**\ 给定的节点将成为被替换节点的所有子节点的新的父节点。 - -\ **注意:**\ 被替换的节点不会被自动释放,因此需要将其保存在变量中以备后用,或者使用 :ref:`Object.free` 释放它。 +\ **警告:**\ 被替换的节点已从树中移除,但\ **未**\ 被删除。为了防止内存泄漏,请将该节点的引用存储在变量中,或使用 :ref:`Object.free`\ 。 .. rst-class:: classref-item-separator @@ -2431,7 +2463,9 @@ void **replace_by** **(** :ref:`Node` node, :ref:`bool` void **request_ready** **(** **)** -请求再次调用 :ref:`_ready`\ 。注意,该方法不会被立即调用,而是被安排在该节点再次被添加到场景树时。只会为进行了请求的节点调用 :ref:`_ready`\ ,也就是说,如果你想让每个子节点都调用 :ref:`_ready`\ ,就需要为它们分别进行就绪请求(在这种情况下,\ :ref:`_ready` 的调用顺序与正常情况下相同)。 +请求在该节点下次进入树时再次调用 :ref:`_ready`\ 。\ **不**\ 会立即调用 :ref:`_ready`\ 。 + +\ **注意:**\ 该方法只影响当前节点。如果该节点的子节点也需要请求就绪,则需要为每个子节点调用该方法。当节点及其子节点再次进入树时,\ :ref:`_ready` 回调的顺序将与正常情况相同。 .. rst-class:: classref-item-separator @@ -2443,9 +2477,11 @@ void **request_ready** **(** **)** :ref:`Error` **rpc** **(** :ref:`StringName` method, ... **)** |vararg| -将给定 ``method`` 的远程过程调用请求发送到网络(和本地)上的对等体,可选择将所有其他参数作为参数发送给 RPC 调用的方法。调用请求只会被具有相同 :ref:`NodePath` 的节点接收,该节点包括完全相同的节点名称。行为取决于给定方法的 RPC 配置,请参阅 :ref:`rpc_config` 和 :ref:`@GDScript.@rpc`\ 。默认情况下,方法不会暴露给 RPC。返回 ``null``\ 。 +将给定 ``method`` 的远程过程调用请求发送到网络(和本地)上的对等体,并将额外参数发送给 RPC 调用的方法。该调用请求只会被具有相同 :ref:`NodePath` 的节点接收,该节点包括完全相同的 :ref:`name`\ 。行为取决于给定 ``method`` 的 RPC 配置(请参阅 :ref:`rpc_config` 和 :ref:`@GDScript.@rpc`\ )。默认情况下,方法不会暴露给 RPC。 -\ **注意:**\ 只有在收到来自 :ref:`MultiplayerAPI` 的 ``connected_to_server`` 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状态,可通过 :ref:`MultiplayerAPI` 信号(例如 ``server_disconnected``\ )或检查 ``get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED`` 来跟踪。 +如果调用成功,则返回 :ref:`@GlobalScope.OK`\ ;如果 ``method`` 中传递的参数不匹配,则返回 :ref:`@GlobalScope.ERR_INVALID_PARAMETER`\ ;如果无法获取节点的 :ref:`multiplayer`\ (例如当该节点不在树中),则返回 :ref:`@GlobalScope.ERR_UNCONFIGURED`\ ;如果 :ref:`multiplayer` 的连接不可用,则返回 :ref:`@GlobalScope.ERR_CONNECTION_ERROR`\ 。 + +\ **注意:**\ 只有在收到来自 :ref:`MultiplayerAPI` 的 :ref:`MultiplayerAPI.connected_to_server` 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状态,可通过 :ref:`MultiplayerAPI` 信号(如 :ref:`MultiplayerAPI.server_disconnected`\ )或通过检查(\ ``get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED``\ )来跟踪。 .. rst-class:: classref-item-separator @@ -2457,18 +2493,17 @@ void **request_ready** **(** **)** void **rpc_config** **(** :ref:`StringName` method, :ref:`Variant` config **)** -将给定方法 ``method`` 的 RPC 模式更改为给定的配置 ``config``\ ,该配置应该是 ``null``\ (表示禁用)或者是以下形式的 :ref:`Dictionary`\ : +更改给定 ``method`` 的 RPC 配置。\ ``config`` 应该是 ``null`` 以禁用该功能(默认情况下),或者是包含以下条目的 :ref:`Dictionary`\ : -:: +- ``rpc_mode``\ :见 :ref:`RPCMode`\ ; - { - rpc_mode = MultiplayerAPI.RPCMode, - transfer_mode = MultiplayerPeer.TransferMode, - call_local = false, - channel = 0, - } +- ``transfer_mode``\ :见 :ref:`TransferMode`\ ; -见 :ref:`RPCMode` 和 :ref:`TransferMode`\ 。另一种选择是使用相应的 :ref:`@GDScript.@rpc` 注解对方法和属性进行注解(例如 ``@rpc("any_peer")``\ 、\ ``@rpc("authority")``\ )。默认情况下,方法不会被暴露给网络(和 RPC)。 +- ``call_local``\ :如果为 ``true``\ ,该方法也将会在本地调用; + +- ``channel``\ :一个 :ref:`int` 表示启用了发送 RPC 的通道。 + +\ **注意:**\ 在 GDScript 中,该方法对应 :ref:`@GDScript.@rpc` 注解,并传递各种参数(\ ``@rpc(any)``\ 、\ ``@rpc(authority)``\ ……)。 另请参阅 :doc:`高级多人游戏 <../tutorials/networking/high_level_multiplayer>` 教程。 .. rst-class:: classref-item-separator @@ -2480,7 +2515,9 @@ void **rpc_config** **(** :ref:`StringName` method, :ref:`Vari :ref:`Error` **rpc_id** **(** :ref:`int` peer_id, :ref:`StringName` method, ... **)** |vararg| -向指定的对等体发送 :ref:`rpc`\ ,对等体由 ``peer_id`` 标识(见 :ref:`MultiplayerPeer.set_target_peer`\ )。返回 ``null``\ 。 +将 :ref:`rpc` 发送到由 ``peer_id`` 标识的特定对等体(请参阅 :ref:`MultiplayerPeer.set_target_peer`\ )。 + +如果调用成功,则返回 :ref:`@GlobalScope.OK`\ ;如果 ``method`` 中传递的参数不匹配,则返回 :ref:`@GlobalScope.ERR_INVALID_PARAMETER`\ ;如果无法获取节点的 :ref:`multiplayer`\ (例如当节点不在场景树中),则返回 :ref:`@GlobalScope.ERR_UNCONFIGURED`\ ;如果 :ref:`multiplayer` 的连接不可用,则返回 :ref:`@GlobalScope.ERR_CONNECTION_ERROR`\ 。 .. rst-class:: classref-item-separator @@ -2504,7 +2541,7 @@ void **set_deferred_thread_group** **(** :ref:`StringName` pro void **set_display_folded** **(** :ref:`bool` fold **)** -设置该节点在“场景”面板中的折叠状态。这个方法仅适用于编辑器工具。 +如果设置为 ``true``\ ,则节点将在场景面板中显示为被折叠。结果,它的所有子节点都被隐藏了。该方法旨在用于编辑器插件和工具脚本,但它也适用于发布构建版本。另请参阅 :ref:`is_displayed_folded`\ 。 .. rst-class:: classref-item-separator @@ -2516,7 +2553,7 @@ void **set_display_folded** **(** :ref:`bool` fold **)** void **set_editable_instance** **(** :ref:`Node` node, :ref:`bool` is_editable **)** -设置 ``node`` 相对于这个节点的可编辑子节点状态。这个方法仅适用于编辑器工具。 +设置为 ``true`` 以允许 ``node`` 拥有的所有节点在场景面板中可用且可编辑,即使它们的 :ref:`owner` 不是场景根。该方法旨在用于编辑器插件和工具脚本,但它也适用于发布构建版本。另见 :ref:`is_editable_instance`\ 。 .. rst-class:: classref-item-separator @@ -2528,9 +2565,11 @@ void **set_editable_instance** **(** :ref:`Node` node, :ref:`bool` id, :ref:`bool` recursive=true **)** -将该节点的多人游戏控制方设置为具有给定对等体 ID 的对等体。多人游戏控制方是对网络上的节点具有控制权限的对等体。可以与 :ref:`rpc_config` 和 :ref:`MultiplayerAPI` 结合使用。默认为对等体 ID 1(服务器)。如果 ``recursive``\ ,则给定的对等体会被递归设置为该节点所有子节点的控制方。 +将该节点的多人游戏控制方设置为具有给定对等体 ``id`` 的对等体。多人游戏控制方是对网络上的节点具有控制权限的对等体。默认为对等体 ID 1(服务器)。利于与 :ref:`rpc_config` 和 :ref:`MultiplayerAPI` 结合使用。 -\ **警告:**\ 这样做\ **不会**\ 自动将新的控制方复制给其他对等体。开发者需要自己负责。你可以使用 :ref:`MultiplayerSpawner.spawn_function`\ 、RPC、\ :ref:`MultiplayerSynchronizer` 等方法将这个信息传播出去。另外,父节点的控制方\ **不会**\ 传播给新添加的子节点。 +如果 ``recursive`` 为 ``true``\ ,则该节点的所有子节点将递归地将给定的对等体设置为控制方。 + +\ **警告:**\ 这\ **不会**\ 自动将新的控制方复制给其他对等体。是否这样做由开发者负责。可以使用 :ref:`MultiplayerSpawner.spawn_function`\ 、RPC、或 :ref:`MultiplayerSynchronizer` 复制新控制方的信息。此外,父节点的控制方\ **不会**\ 传播给新添加的子节点。 .. rst-class:: classref-item-separator @@ -2542,7 +2581,7 @@ void **set_multiplayer_authority** **(** :ref:`int` id, :ref:`bool` enable **)** -启用或禁用物理(即固定帧率)处理。当一个节点正在被处理时,它会在一个固定的(通常是 60 FPS,参见 :ref:`Engine.physics_ticks_per_second` 以更改)时间间隔,接收一个 :ref:`NOTIFICATION_PHYSICS_PROCESS` (如果存在 :ref:`_physics_process` 回调,该回调将被调用)。如果 :ref:`_physics_process` 被重写,则自动被启用。在 :ref:`_ready` 之前对该函数的任何调用,都将被忽略。 +如果设置为 ``true``\ ,则启用物理(固定帧率)处理。当一个节点正在被处理时,它将以固定的(通常是 60 FPS,请参阅 :ref:`Engine.physics_ticks_per_second` 以更改)时间间隔,接收一个 :ref:`NOTIFICATION_PHYSICS_PROCESS`\ (如果存在 :ref:`_physics_process` 回调,该回调将被调用)。如果 :ref:`_physics_process` 被重写,则会自动启用该属性。 .. rst-class:: classref-item-separator @@ -2554,9 +2593,9 @@ void **set_physics_process** **(** :ref:`bool` enable **)** void **set_physics_process_internal** **(** :ref:`bool` enable **)** -启用或禁用该节点的内部物理。内部物理处理与正常的 :ref:`_physics_process` 调用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚本而禁用(\ :ref:`set_physics_process`\ )。仅适用于用于操纵内置节点行为的高级用途。 +如果设置为 ``true``\ ,则启用该节点的内部物理。内部物理处理独立于正常的 :ref:`_physics_process` 调用而发生,并且由某些节点内部使用以确保正常工作,即使节点暂停或物理处理因脚本而禁用(\ :ref:`set_physics_process`\ )也是如此。 -\ **警告:**\ 内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不支持。 +\ **警告:**\ 内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能会导致意外行为。请在你知道自己正在做什么时使用该方法。 .. rst-class:: classref-item-separator @@ -2568,7 +2607,7 @@ void **set_physics_process_internal** **(** :ref:`bool` enable **)** void **set_process** **(** :ref:`bool` enable **)** -启用或禁用帧处理。当一个节点被处理时,它将在每个绘制的帧上收到一个\ :ref:`NOTIFICATION_PROCESS`\ (如果存在,\ :ref:`_process`\ 回调将被调用)。如果\ :ref:`_process`\ 被重写,则自动启用。在 :ref:`_ready` 之前对它的任何调用都将被忽略。 +如果设置为 ``true``\ ,则启用帧处理。当一个节点正在被处理时,它将在每个绘制的帧上收到一个 :ref:`NOTIFICATION_PROCESS`\ (如果存在 :ref:`_process` 回调,该回调将被调用)。如果 :ref:`_process` 被重写,则会自动启用该属性。 .. rst-class:: classref-item-separator @@ -2580,7 +2619,7 @@ void **set_process** **(** :ref:`bool` enable **)** void **set_process_input** **(** :ref:`bool` enable **)** -启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 :ref:`_input` 被覆盖,则自动启用。任何在 :ref:`_ready` 之前对它的调用都将被忽略。 +如果设置为 ``true``\ ,则启用输入处理。它对于 GUI 控件来说不是必需的!如果 :ref:`_input` 被重写,则会自动启用该属性。 .. rst-class:: classref-item-separator @@ -2592,9 +2631,9 @@ void **set_process_input** **(** :ref:`bool` enable **)** void **set_process_internal** **(** :ref:`bool` enable **)** -启用或禁用此节点的内部处理。内部处理与正常的 :ref:`_process` 调用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用(\ :ref:`set_process`\ )。仅适用于操纵内置节点行为的高级用途。 +如果设置为 ``true``\ ,则启用该节点的内部处理。内部处理独立于正常的 :ref:`_process` 调用而发生,并且由某些节点在内部使用以保证正常运行,即使节点已暂停或处理因脚本而禁用(\ :ref:`set_process`\ )也是如此。 -\ **警告:**\ 内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不支持。 +\ **警告:**\ 内置节点依靠内部处理来实现其内部逻辑。禁用它是不安全的,并且可能会导致意外行为。请在你知道自己正在做什么时使用该方法。 .. rst-class:: classref-item-separator @@ -2606,7 +2645,7 @@ void **set_process_internal** **(** :ref:`bool` enable **)** void **set_process_shortcut_input** **(** :ref:`bool` enable **)** -启用快捷键处理。如果 :ref:`_shortcut_input` 被覆盖,则自动启用。在 :ref:`_ready` 之前对此的任何调用都将被忽略。 +如果设置为 ``true``\ ,则启用该节点的快捷键处理。如果 :ref:`_shortcut_input` 被重写,则会自动启用该属性。 .. rst-class:: classref-item-separator @@ -2618,7 +2657,7 @@ void **set_process_shortcut_input** **(** :ref:`bool` enable **)** void **set_process_unhandled_input** **(** :ref:`bool` enable **)** -启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没有处理的输入(通常是由 :ref:`Control` 处理的)。如果 :ref:`_unhandled_input` 被覆盖,则自动启用。在 :ref:`_ready` 之前对它的任何调用都将被忽略。 +如果设置为 ``true``\ ,则启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没有处理的输入(通常是由 :ref:`Control` 处理的)。如果 :ref:`_unhandled_input` 被重写,则会自动启用该属性。 .. rst-class:: classref-item-separator @@ -2630,7 +2669,7 @@ void **set_process_unhandled_input** **(** :ref:`bool` enable **)** void **set_process_unhandled_key_input** **(** :ref:`bool` enable **)** -启用未处理的按键输入处理。如果 :ref:`_unhandled_key_input` 被重写,则自动启用。任何在 :ref:`_ready` 之前对它的调用都将被忽略。 +如果设置为 ``true``\ ,则启用未处理的按键输入处理。如果 :ref:`_unhandled_key_input` 被重写,则会自动启用该属性。 .. rst-class:: classref-item-separator @@ -2642,7 +2681,7 @@ void **set_process_unhandled_key_input** **(** :ref:`bool` enable ** void **set_scene_instance_load_placeholder** **(** :ref:`bool` load_placeholder **)** -设置这是否是实例加载占位符。见 :ref:`InstancePlaceholder`\ 。 +如果设置为 ``true``\ ,则当从 :ref:`PackedScene` 打包和实例化时,节点将变为 :ref:`InstancePlaceholder`\ 。另见 :ref:`get_scene_instance_load_placeholder`\ 。 .. rst-class:: classref-item-separator @@ -2666,9 +2705,7 @@ void **set_thread_safe** **(** :ref:`StringName` property, :re void **update_configuration_warnings** **(** **)** -更新在场景面板中为该节点显示的警告。 - -使用 :ref:`_get_configuration_warnings` 配置要显示的警告消息。 +刷新场景面板中为该节点显示的警告。使用 :ref:`_get_configuration_warnings` 自定义要显示的警告消息。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法没有副作用。不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_object.rst b/classes/zh_CN/class_object.rst index edd3b70e36..4602efd5d0 100644 --- a/classes/zh_CN/class_object.rst +++ b/classes/zh_CN/class_object.rst @@ -655,7 +655,7 @@ void **_validate_property** **(** :ref:`Dictionary` property * { if (property["name"].AsStringName() == PropertyName.Number && IsNumberEditable) { - var usage = property["usage"].As>PropertyUsageFlags<() | PropertyUsageFlags.ReadOnly; + var usage = property["usage"].As() | PropertyUsageFlags.ReadOnly; property["usage"] = (int)usage; } } diff --git a/classes/zh_CN/class_packedbytearray.rst b/classes/zh_CN/class_packedbytearray.rst index df41949b17..b190825c9b 100644 --- a/classes/zh_CN/class_packedbytearray.rst +++ b/classes/zh_CN/class_packedbytearray.rst @@ -471,6 +471,8 @@ void **clear** **(** **)** 返回新的 **PackedByteArray**\ ,其中的数据已解压。请将 ``buffer_size`` 设置为数据解压后的大小。请将压缩模式设置为 :ref:`CompressionMode` 常量。 +\ **注意:**\ 不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 deflate 压缩模式压缩的数据缺少校验和或标头。 + .. rst-class:: classref-item-separator ---- @@ -487,6 +489,8 @@ void **clear** **(** **)** GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的输出。为了防止这种情况,你可以通过 ``max_output_size`` 提供允许这个函数分配的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错误。 +\ **注意:**\ 不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 deflate 压缩模式压缩的数据缺少校验和或标头。 + .. rst-class:: classref-item-separator ---- @@ -836,7 +840,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedcolorarray.rst b/classes/zh_CN/class_packedcolorarray.rst index aa1d147924..e7eb523487 100644 --- a/classes/zh_CN/class_packedcolorarray.rst +++ b/classes/zh_CN/class_packedcolorarray.rst @@ -325,7 +325,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedfloat32array.rst b/classes/zh_CN/class_packedfloat32array.rst index 680e047667..ed7fc2d1a0 100644 --- a/classes/zh_CN/class_packedfloat32array.rst +++ b/classes/zh_CN/class_packedfloat32array.rst @@ -329,7 +329,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedfloat64array.rst b/classes/zh_CN/class_packedfloat64array.rst index 54b67953aa..4a8df43bc0 100644 --- a/classes/zh_CN/class_packedfloat64array.rst +++ b/classes/zh_CN/class_packedfloat64array.rst @@ -329,7 +329,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedint32array.rst b/classes/zh_CN/class_packedint32array.rst index 51c6f4f6f4..2f4fccfe30 100644 --- a/classes/zh_CN/class_packedint32array.rst +++ b/classes/zh_CN/class_packedint32array.rst @@ -321,7 +321,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedint64array.rst b/classes/zh_CN/class_packedint64array.rst index f054724e3d..ac3d25b989 100644 --- a/classes/zh_CN/class_packedint64array.rst +++ b/classes/zh_CN/class_packedint64array.rst @@ -321,7 +321,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedstringarray.rst b/classes/zh_CN/class_packedstringarray.rst index da1d2eddd6..fa16e9c12d 100644 --- a/classes/zh_CN/class_packedstringarray.rst +++ b/classes/zh_CN/class_packedstringarray.rst @@ -334,7 +334,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedvector2array.rst b/classes/zh_CN/class_packedvector2array.rst index 057cdd681d..e95641d68e 100644 --- a/classes/zh_CN/class_packedvector2array.rst +++ b/classes/zh_CN/class_packedvector2array.rst @@ -342,7 +342,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedvector3array.rst b/classes/zh_CN/class_packedvector3array.rst index d55f687c42..c082226afe 100644 --- a/classes/zh_CN/class_packedvector3array.rst +++ b/classes/zh_CN/class_packedvector3array.rst @@ -335,7 +335,7 @@ void **remove_at** **(** :ref:`int` index **)** :ref:`int` **resize** **(** :ref:`int` new_size **)** -设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。 +设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组截断到新的大小。调用一次 :ref:`resize` 并分配新值比逐个添加新元素要快。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_primitivemesh.rst b/classes/zh_CN/class_primitivemesh.rst index 86d2a285d1..c17cd1aa46 100644 --- a/classes/zh_CN/class_primitivemesh.rst +++ b/classes/zh_CN/class_primitivemesh.rst @@ -166,9 +166,7 @@ PrimitiveMesh :ref:`Array` **_create_mesh_array** **(** **)** |virtual| |const| -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +重写该方法以自定义应如何生成该基本网格。应该返回一个 :ref:`Array`\ ,其中每个元素都是该网格所需的另一个值数组(请参阅 :ref:`ArrayType` 常量)。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_projectsettings.rst b/classes/zh_CN/class_projectsettings.rst index 459c47172c..807365617e 100644 --- a/classes/zh_CN/class_projectsettings.rst +++ b/classes/zh_CN/class_projectsettings.rst @@ -2240,7 +2240,7 @@ ProjectSettings :ref:`int` **audio/video/video_delay_compensation_ms** = ``0`` -播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。 +播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好保持不变。 .. rst-class:: classref-item-separator @@ -3834,9 +3834,13 @@ Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级 :ref:`bool` **display/window/size/resizable** = ``true`` -允许窗口默认可调整大小。 +如果为 ``true``\ ,则默认允许窗口调整大小。 -\ **注意:**\ 这个设置在 iOS 上将忽略。 +\ **注意:**\ 该属性仅在项目启动时读取。要更改窗口在运行时是否可调整大小,请改在根窗口上设置 :ref:`Window.unresizable`\ ,这样可以使用 ``get_viewport().get_window()`` 检索根窗口。\ :ref:`Window.unresizable` 采用与该设置相反的值。 + +\ **注意:**\ 某些窗口管理器可以被配置为忽略窗口的不可调整大小状态。不要依赖该设置来保证窗口\ *永远不会*\ 调整大小。 + +\ **注意:**\ 该设置在 iOS 上被忽略。 .. rst-class:: classref-item-separator @@ -9106,7 +9110,7 @@ Godot 使用一个消息队列来延迟一些函数调用。如果你的空间 :ref:`float` **physics/common/physics_jitter_fix** = ``0.5`` -控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可以平滑帧率抖动。大多数情况下,默认值 0.5 应该没问题;大于 2 的值可能导致游戏对丢帧作出明显延迟的反应,因此不推荐使用。 +控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可以平滑帧率抖动。大多数情况下,默认值 0.5 应该足够好了;大于 2 的值可能导致游戏对丢帧作出明显延迟的反应,因此不推荐使用。 \ **注意:**\ 为了获得最佳的结果,使用自定义物理插值解决方案时,应通过将 :ref:`physics/common/physics_jitter_fix` 设置为 ``0`` 来禁用物理抖动修复。 @@ -10382,9 +10386,7 @@ OIDN 将在可用时使用 GPU 加速。与使用计算着色器进行加速的 :ref:`int` **rendering/limits/spatial_indexer/threaded_cull_minimum_instances** = ``1000`` -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +在多线程上启用剔除计算时,场景中必须存在的最小实例数。如果场景的实例数少于该数量,则在单线程上完成剔除。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_quaternion.rst b/classes/zh_CN/class_quaternion.rst index f1c6aefbd0..4229401bc0 100644 --- a/classes/zh_CN/class_quaternion.rst +++ b/classes/zh_CN/class_quaternion.rst @@ -346,9 +346,7 @@ Quaternion :ref:`Quaternion` **exp** **(** **)** |const| -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +返回该四元数的指数。该结果的旋转轴是该四元数的归一化旋转轴,该结果的角度是该四元数的向量部分的长度。 .. rst-class:: classref-item-separator @@ -372,9 +370,9 @@ Quaternion :ref:`float` **get_angle** **(** **)** |const| -.. container:: contribute +返回该四元数表示的旋转角度。 - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +\ **注意:**\ 该四元数必须被归一化。 .. rst-class:: classref-item-separator @@ -386,9 +384,7 @@ Quaternion :ref:`Vector3` **get_axis** **(** **)** |const| -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +返回该四元数表示的旋转的旋转轴。 .. rst-class:: classref-item-separator @@ -484,9 +480,7 @@ Quaternion :ref:`Quaternion` **log** **(** **)** |const| -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +返回该四元数的对数。该结果的向量部分是该四元数的旋转轴乘以其旋转角度,该结果的实部为零。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_raycast2d.rst b/classes/zh_CN/class_raycast2d.rst index 444ee27ec4..296b3a3ef9 100644 --- a/classes/zh_CN/class_raycast2d.rst +++ b/classes/zh_CN/class_raycast2d.rst @@ -345,7 +345,7 @@ void **force_raycast_update** **(** **)** :ref:`Vector2` **get_collision_point** **(** **)** |const| -返回射线与最近的物体相交的碰撞点。 +返回射线与最近的物体相交的碰撞点。如果 :ref:`hit_from_inside` 为 ``true`` 并且射线从碰撞形状内部开始,则该函数将返回该射线的原点。 \ **注意:**\ 这个点是在\ **全局**\ 坐标系中。 diff --git a/classes/zh_CN/class_raycast3d.rst b/classes/zh_CN/class_raycast3d.rst index 2ec8b85e82..33892fd955 100644 --- a/classes/zh_CN/class_raycast3d.rst +++ b/classes/zh_CN/class_raycast3d.rst @@ -420,7 +420,7 @@ void **force_raycast_update** **(** **)** :ref:`Vector3` **get_collision_point** **(** **)** |const| -返回射线与最近的物体相交的碰撞点。 +返回射线与最近的物体相交的碰撞点。如果 :ref:`hit_from_inside` 为 ``true`` 并且射线从碰撞形状内部开始,则该函数将返回该射线的原点。 \ **注意:**\ 这个点是在\ **全局**\ 坐标系中。 diff --git a/classes/zh_CN/class_rdpipelinedepthstencilstate.rst b/classes/zh_CN/class_rdpipelinedepthstencilstate.rst index 17c2578712..3bc1ac0292 100644 --- a/classes/zh_CN/class_rdpipelinedepthstencilstate.rst +++ b/classes/zh_CN/class_rdpipelinedepthstencilstate.rst @@ -93,9 +93,7 @@ RDPipelineDepthStencilState - void **set_back_op_compare** **(** :ref:`CompareOperator` value **)** - :ref:`CompareOperator` **get_back_op_compare** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +用于比较前一个背面模板值和 :ref:`back_op_reference` 的方法。 .. rst-class:: classref-item-separator @@ -112,9 +110,7 @@ RDPipelineDepthStencilState - void **set_back_op_compare_mask** **(** :ref:`int` value **)** - :ref:`int` **get_back_op_compare_mask** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +选择将比较背面模板值中的哪些位。 .. rst-class:: classref-item-separator @@ -131,9 +127,7 @@ RDPipelineDepthStencilState - void **set_back_op_depth_fail** **(** :ref:`StencilOperation` value **)** - :ref:`StencilOperation` **get_back_op_depth_fail** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +对通过模板测试但未通过深度测试的背面像素的模板缓冲区执行的操作。 .. rst-class:: classref-item-separator @@ -150,9 +144,7 @@ RDPipelineDepthStencilState - void **set_back_op_fail** **(** :ref:`StencilOperation` value **)** - :ref:`StencilOperation` **get_back_op_fail** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +对模板缓冲区中未通过模板测试的背面像素执行的操作 .. rst-class:: classref-item-separator @@ -169,9 +161,7 @@ RDPipelineDepthStencilState - void **set_back_op_pass** **(** :ref:`StencilOperation` value **)** - :ref:`StencilOperation` **get_back_op_pass** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +对通过模板测试的背面像素的模板缓冲区执行的操作。 .. rst-class:: classref-item-separator @@ -188,9 +178,7 @@ RDPipelineDepthStencilState - void **set_back_op_reference** **(** :ref:`int` value **)** - :ref:`int` **get_back_op_reference** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +将与前一个背面模板值进行比较的值。 .. rst-class:: classref-item-separator @@ -207,9 +195,7 @@ RDPipelineDepthStencilState - void **set_back_op_write_mask** **(** :ref:`int` value **)** - :ref:`int` **get_back_op_write_mask** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +选择背面模板值中的哪些位将被更改。 .. rst-class:: classref-item-separator @@ -226,9 +212,7 @@ RDPipelineDepthStencilState - void **set_depth_compare_operator** **(** :ref:`CompareOperator` value **)** - :ref:`CompareOperator` **get_depth_compare_operator** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +用于比较前一个和当前深度值的方法。 .. rst-class:: classref-item-separator @@ -245,9 +229,7 @@ RDPipelineDepthStencilState - void **set_depth_range_max** **(** :ref:`float` value **)** - :ref:`float` **get_depth_range_max** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +:ref:`enable_depth_range` 将返回 true 的最大深度。 .. rst-class:: classref-item-separator @@ -264,9 +246,7 @@ RDPipelineDepthStencilState - void **set_depth_range_min** **(** :ref:`float` value **)** - :ref:`float` **get_depth_range_min** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +:ref:`enable_depth_range` 将返回 true 的最小深度。 .. rst-class:: classref-item-separator @@ -283,9 +263,7 @@ RDPipelineDepthStencilState - void **set_enable_depth_range** **(** :ref:`bool` value **)** - :ref:`bool` **get_enable_depth_range** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +如果为 ``true``\ ,则将测试每个深度值以查看它是否在 :ref:`depth_range_min` 和 :ref:`depth_range_max` 之间。如果超出这些值,则将其丢弃。 .. rst-class:: classref-item-separator @@ -302,7 +280,7 @@ RDPipelineDepthStencilState - void **set_enable_depth_test** **(** :ref:`bool` value **)** - :ref:`bool` **get_enable_depth_test** **(** **)** -如果为 ``true``\ ,则会启用深度测试,能够让对象根据深度自动被其他对象遮挡。这样对象就能够被其他对象部分遮挡。如果为 ``false``\ ,则会按照绘制顺序显示(类似 Godot 的 2D 渲染器)。 +如果为 ``true``\ ,则会启用深度测试,能够让对象根据深度自动被其他对象遮挡。这样对象就能够被其他对象部分遮挡。如果为 ``false``\ ,则对象会按照绘制顺序显示(类似 Godot 的 2D 渲染器)。 .. rst-class:: classref-item-separator @@ -319,9 +297,7 @@ RDPipelineDepthStencilState - void **set_enable_depth_write** **(** :ref:`bool` value **)** - :ref:`bool` **get_enable_depth_write** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +如果为 ``true``\ ,则每当深度测试返回 true 时写入深度缓冲区。仅当 enable_depth_test 也为 true 时才有效。 .. rst-class:: classref-item-separator @@ -338,9 +314,7 @@ RDPipelineDepthStencilState - void **set_enable_stencil** **(** :ref:`bool` value **)** - :ref:`bool` **get_enable_stencil** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +如果为 ``true``\ ,则启用模板测试。正面三角形和背面三角形有单独的模板缓冲区。请参阅每个以“front_op”开头、和以“back_op”开头的属性。 .. rst-class:: classref-item-separator @@ -357,9 +331,7 @@ RDPipelineDepthStencilState - void **set_front_op_compare** **(** :ref:`CompareOperator` value **)** - :ref:`CompareOperator` **get_front_op_compare** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +该方法用于比较前一个正面模板值和 :ref:`front_op_reference`\ 。 .. rst-class:: classref-item-separator @@ -376,9 +348,7 @@ RDPipelineDepthStencilState - void **set_front_op_compare_mask** **(** :ref:`int` value **)** - :ref:`int` **get_front_op_compare_mask** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +选择正面模板值中的哪些位将被比较。 .. rst-class:: classref-item-separator @@ -395,9 +365,7 @@ RDPipelineDepthStencilState - void **set_front_op_depth_fail** **(** :ref:`StencilOperation` value **)** - :ref:`StencilOperation` **get_front_op_depth_fail** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +对通过模板测试但未通过深度测试的正面像素的模板缓冲区执行的操作。 .. rst-class:: classref-item-separator @@ -414,9 +382,7 @@ RDPipelineDepthStencilState - void **set_front_op_fail** **(** :ref:`StencilOperation` value **)** - :ref:`StencilOperation` **get_front_op_fail** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +对模板缓冲区中未通过模板测试的正面像素执行的操作。 .. rst-class:: classref-item-separator @@ -433,9 +399,7 @@ RDPipelineDepthStencilState - void **set_front_op_pass** **(** :ref:`StencilOperation` value **)** - :ref:`StencilOperation` **get_front_op_pass** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +对通过模板测试的正面像素的模板缓冲区执行的操作。 .. rst-class:: classref-item-separator @@ -452,9 +416,7 @@ RDPipelineDepthStencilState - void **set_front_op_reference** **(** :ref:`int` value **)** - :ref:`int` **get_front_op_reference** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +将与前一个正面模板值进行比较的值。 .. rst-class:: classref-item-separator @@ -471,9 +433,7 @@ RDPipelineDepthStencilState - void **set_front_op_write_mask** **(** :ref:`int` value **)** - :ref:`int` **get_front_op_write_mask** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +选择正面模板值中的哪些位将被更改。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法没有副作用。不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_renderingdevice.rst b/classes/zh_CN/class_renderingdevice.rst index 4d7be9e0e5..ccf78dc4bd 100644 --- a/classes/zh_CN/class_renderingdevice.rst +++ b/classes/zh_CN/class_renderingdevice.rst @@ -4602,7 +4602,7 @@ void **draw_command_insert_label** **(** :ref:`String` name, :ref: :: var rd = RenderingDevice.new() - var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)] + var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)]) var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors) # 实心绘制。 diff --git a/classes/zh_CN/class_renderingserver.rst b/classes/zh_CN/class_renderingserver.rst index 4551dcf2c6..0f9763766f 100644 --- a/classes/zh_CN/class_renderingserver.rst +++ b/classes/zh_CN/class_renderingserver.rst @@ -267,6 +267,8 @@ RenderingServer +----------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RenderingDevice` | :ref:`create_local_rendering_device` **(** **)** |const| | +----------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`Rect2` | :ref:`debug_canvas_item_get_rect` **(** :ref:`RID` item **)** | + +----------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`decal_create` **(** **)** | +----------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`decal_set_albedo_mix` **(** :ref:`RID` decal, :ref:`float` albedo_mix **)** | @@ -2008,7 +2010,7 @@ enum **LightParam**: :ref:`LightParam` **LIGHT_PARAM_SHADOW_PANCAKE_SIZE** = ``16`` -设置定向阴影圆斑的大小。该圆斑偏移了阴影的相机视锥体的起点,为阴影提供更高的有效深度分辨率。但是,较大的圆斑大小会导致靠近视锥体边缘的大型物体的阴影出现伪影。减少该圆斑的大小会有所帮助。将大小设置为 ``0`` 会关闭该圆斑效果。 +设置定向阴影压平区域的大小。压平区域会偏移阴影相机视锥体的起点,为阴影提供更高的有效深度分辨率。但是,较大的压平区大小会导致靠近视锥体边缘的大型物体的阴影出现伪影。减少压平区大小会有所帮助。将大小设置为 ``0`` 会关闭该压平效果。 .. _class_RenderingServer_constant_LIGHT_PARAM_SHADOW_OPACITY: @@ -6674,6 +6676,20 @@ void **canvas_texture_set_texture_repeat** **(** :ref:`RID` canvas_te ---- +.. _class_RenderingServer_method_debug_canvas_item_get_rect: + +.. rst-class:: classref-method + +:ref:`Rect2` **debug_canvas_item_get_rect** **(** :ref:`RID` item **)** + +返回渲染器计算出的局部空间中画布项的边界矩形。该边界在内部用于剔除。 + +\ **警告:**\ 该函数用于在编辑器中进行调试,并且将在导出的项目中跳过并返回零 :ref:`Rect2`\ 。 + +.. rst-class:: classref-item-separator + +---- + .. _class_RenderingServer_method_decal_create: .. rst-class:: classref-method @@ -7246,7 +7262,7 @@ void **fog_volume_set_size** **(** :ref:`RID` fog_volume, :ref:`Vecto void **force_draw** **(** :ref:`bool` swap_buffers=true, :ref:`float` frame_step=0.0 **)** -立即强制重绘所有的视口。 +强制立即重绘所有视口。必须从主线程调用。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_resourceimporterobj.rst b/classes/zh_CN/class_resourceimporterobj.rst index 6f4096a0cc..3b7ed4f5cb 100644 --- a/classes/zh_CN/class_resourceimporterobj.rst +++ b/classes/zh_CN/class_resourceimporterobj.rst @@ -12,7 +12,7 @@ ResourceImporterOBJ **继承:** :ref:`ResourceImporter` **<** :ref:`RefCounted` **<** :ref:`Object` -将 OBJ 3D 模型导入为独立 :ref:`Mesh` 或场景。 +将 OBJ 3D 模型导入为独立的 :ref:`Mesh` 或场景。 .. rst-class:: classref-introduction-group diff --git a/classes/zh_CN/class_resourceimporterscene.rst b/classes/zh_CN/class_resourceimporterscene.rst index 54955c960e..eb9670dfb0 100644 --- a/classes/zh_CN/class_resourceimporterscene.rst +++ b/classes/zh_CN/class_resourceimporterscene.rst @@ -19,7 +19,7 @@ ResourceImporterScene 描述 ---- -另请参见 :ref:`ResourceImporterOBJ`\ ,它被用于可作为独立 :ref:`Mesh` 或场景导入的 OBJ 模型。 +另请参见 :ref:`ResourceImporterOBJ`\ ,它被用于可作为独立的 :ref:`Mesh` 或场景导入的 OBJ 模型。 \ **高级导入设置** 对话框中提供了其他选项(例如将单个网格或材质提取到文件)。可以通过双击文件系统停靠面板中的 3D 场景或通过选择文件系统停靠面板中的 3D 场景,转至导入停靠面板并选择\ **高级**\ 来访问该对话框。 @@ -287,13 +287,13 @@ ResourceImporterScene :ref:`bool` **skins/use_named_skins** = ``true`` -如果勾选,则为动画使用命名的 :ref:`Skin`\ 。\ :ref:`MeshInstance3D` 节点包含 3 个相关属性:指向 :ref:`Skeleton3D` 节点的骨架 :ref:`NodePath`\ (通常为 ``..``\ )、网格、和皮肤: +如果勾选,则为动画使用命名的 :ref:`Skin`\ 。\ :ref:`MeshInstance3D` 节点包含 3 个相关属性:指向 :ref:`Skeleton3D` 节点的骨架 :ref:`NodePath`\ (通常为 ``..``\ )、网格、蒙皮: - :ref:`Skeleton3D` 节点包含骨骼列表,其中包含名称、姿势和休息、名称和父骨骼。 - 网格是显示网格所需的所有原始顶点数据。就网格而言,它知道如何对顶点进行权重绘制,并使用通常从 3D 建模软件导入的某些内部编号。 -- 皮肤包含将该网格绑定到该 Skeleton3D 上所必需的信息。对于 3D 建模软件选择的每一个内部骨骼 ID,它都包含两件事。首先是一个名为绑定姿势矩阵、逆绑定矩阵、或简称为 IBM 的矩阵。其次,该 :ref:`Skin` 包含每个骨骼的名称(如果 :ref:`skins/use_named_skins` 为 ``true``\ ),或者骨骼在 :ref:`Skeleton3D` 列表中的索引(如果 :ref:`skins/use_named_skins` 为 ``false``\ )。 +- 蒙皮包含将该网格绑定到该 Skeleton3D 上所必需的信息。对于 3D 建模软件选择的每一个内部骨骼 ID,它都包含两件事。首先是一个名为绑定姿势矩阵、逆绑定矩阵、或简称为 IBM 的矩阵。其次,该 :ref:`Skin` 包含每个骨骼的名称(如果 :ref:`skins/use_named_skins` 为 ``true``\ ),或者骨骼在 :ref:`Skeleton3D` 列表中的索引(如果 :ref:`skins/use_named_skins` 为 ``false``\ )。 总之,这些信息足以告诉 Godot 如何使用 :ref:`Skeleton3D` 节点中的骨骼姿势来渲染每个 :ref:`MeshInstance3D` 的网格。请注意,每个 :ref:`MeshInstance3D` 可以共享绑定,这在从 Blender 导出的模型中很常见;或者每个 :ref:`MeshInstance3D` 可以使用单独的 :ref:`Skin` 对象,这在从其他工具(例如 Maya)导出的模型中很常见。 diff --git a/classes/zh_CN/class_richtexteffect.rst b/classes/zh_CN/class_richtexteffect.rst index 02ef9ee0f8..42ab8adcd7 100644 --- a/classes/zh_CN/class_richtexteffect.rst +++ b/classes/zh_CN/class_richtexteffect.rst @@ -19,7 +19,7 @@ RichTextEffect 描述 ---- -:ref:`RichTextLabel` 的自定义效果。 +:ref:`RichTextLabel` 的自定义效果,可以在 :ref:`RichTextLabel` 检查器中加载或使用 :ref:`RichTextLabel.install_effect` 加载。 \ **注意:**\ 要使用 **RichTextEffect**\ ,必须在脚本中定义名为 ``bbcode`` 的成员变量作为 BBCode 标签。 diff --git a/classes/zh_CN/class_richtextlabel.rst b/classes/zh_CN/class_richtextlabel.rst index af1e45d17e..c59c46bbca 100644 --- a/classes/zh_CN/class_richtextlabel.rst +++ b/classes/zh_CN/class_richtextlabel.rst @@ -1305,7 +1305,32 @@ void **deselect** **(** **)** void **install_effect** **(** :ref:`Variant` effect **)** -安装自定义效果。\ ``effect`` 应该是有效的 :ref:`RichTextEffect`\ 。 +安装自定义效果。这也可以在 RichTextLabel 检查器中使用 :ref:`custom_effects` 属性来完成。\ ``effect`` 应该是一个有效的 :ref:`RichTextEffect`\ 。 + +RichTextEffect 示例: + +:: + + # effect.gd + class_name MyCustomEffect + extends RichTextEffect + + var bbcode = "my_custom_effect" + + # ... + +通过脚本在 RichTextLabel 中注册上述效果: + +:: + + # rich_text_label.gd + extends RichTextLabel + + func _ready(): + install_effect(MyCustomEffect.new()) + + # 或者,如果在扩展 RichTextEffect 的脚本中不使用“class_name”: + install_effect(preload("res://effect.gd").new()) .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_skeleton3d.rst b/classes/zh_CN/class_skeleton3d.rst index 33a993b25f..627329d790 100644 --- a/classes/zh_CN/class_skeleton3d.rst +++ b/classes/zh_CN/class_skeleton3d.rst @@ -25,8 +25,6 @@ Skeleton3D 请注意,下文的“全局姿势”是指骨骼相对于骨架的整体变换,因此并不是骨骼的实际全局/世界变换。 -要设置不同类型的反向运动学,请考虑使用 :ref:`SkeletonIK3D`\ ,或者添加一个子节点并在 :ref:`Node._process` 中实现自定义 IK。 - .. rst-class:: classref-introduction-group 教程 @@ -157,9 +155,7 @@ Skeleton3D **bone_enabled_changed** **(** :ref:`int` bone_idx **)** -.. container:: contribute - - 目前没有这个信号的描述。请帮我们\ :ref:`贡献一个 `\ ! +当使用 :ref:`set_bone_enabled` 切换 ``bone_idx`` 处的骨骼时发出。使用 :ref:`is_bone_enabled` 来检查新值。 .. rst-class:: classref-item-separator @@ -183,9 +179,7 @@ Skeleton3D **pose_updated** **(** **)** -.. container:: contribute - - 目前没有这个信号的描述。请帮我们\ :ref:`贡献一个 `\ ! +收到 :ref:`NOTIFICATION_UPDATE_SKELETON` 后更新姿势时触发。 .. rst-class:: classref-item-separator @@ -197,9 +191,7 @@ Skeleton3D **show_rest_only_changed** **(** **)** -.. container:: contribute - - 目前没有这个信号的描述。请帮我们\ :ref:`贡献一个 `\ ! +当 :ref:`show_rest_only` 的值改变时触发。 .. rst-class:: classref-section-separator @@ -216,7 +208,9 @@ Skeleton3D **NOTIFICATION_UPDATE_SKELETON** = ``50`` +当该骨架的姿势需要更新时收到的通知。 +该通知是在相关 :ref:`pose_updated` 信号\ *之前*\ 接收的。 .. rst-class:: classref-section-separator @@ -276,9 +270,7 @@ Skeleton3D - void **set_show_rest_only** **(** :ref:`bool` value **)** - :ref:`bool` **is_show_rest_only** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +如果为 ``true``\ ,则无论其值如何,强制骨骼处于默认放松姿势。在编辑器中,这也会阻止骨骼被编辑。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_softbody3d.rst b/classes/zh_CN/class_softbody3d.rst index 0a06520ad0..92aca5f10c 100644 --- a/classes/zh_CN/class_softbody3d.rst +++ b/classes/zh_CN/class_softbody3d.rst @@ -185,9 +185,7 @@ enum **DisableMode**: - void **set_damping_coefficient** **(** :ref:`float` value **)** - :ref:`float` **get_damping_coefficient** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +物体的阻尼系数。当施加力时,较高的值会更明显地减慢物体的速度。 .. rst-class:: classref-item-separator @@ -221,9 +219,9 @@ enum **DisableMode**: - void **set_drag_coefficient** **(** :ref:`float` value **)** - :ref:`float` **get_drag_coefficient** **(** **)** -.. container:: contribute +物体的阻力系数。较高的值会增加该物体的空气阻力。 - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +\ **注意:**\ Godot 的默认物理实现当前未使用该值。 .. rst-class:: classref-item-separator @@ -274,9 +272,7 @@ enum **DisableMode**: - void **set_pressure_coefficient** **(** :ref:`float` value **)** - :ref:`float` **get_pressure_coefficient** **(** **)** -.. container:: contribute - - 目前没有这个属性的描述。请帮我们\ :ref:`贡献一个 `\ ! +该软体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强度。 .. rst-class:: classref-item-separator @@ -392,9 +388,7 @@ void **add_collision_exception_with** **(** :ref:`Node` body **)** :ref:`RID` **get_physics_rid** **(** **)** |const| -.. container:: contribute - - 目前没有这个方法的描述。请帮我们\ :ref:`贡献一个 `\ ! +返回 :ref:`PhysicsServer3D` 用于该实体的内部 :ref:`RID`\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_sprite2d.rst b/classes/zh_CN/class_sprite2d.rst index c0893eda85..96e3417fe4 100644 --- a/classes/zh_CN/class_sprite2d.rst +++ b/classes/zh_CN/class_sprite2d.rst @@ -176,7 +176,7 @@ Sprite2D - void **set_frame** **(** :ref:`int` value **)** - :ref:`int` **get_frame** **(** **)** -当前显示的精灵表中的帧。\ :ref:`vframes` 或 :ref:`hframes` 必须大于 1。 +当前显示的精灵表中的帧。\ :ref:`hframes` 和 :ref:`vframes` 必须大于 1。\ :ref:`hframes` 或 :ref:`vframes` 发生变化时会自动调整该属性,让它在视觉上保持指向同一帧(同一行、同一列)。 如果无法保持,则会重置为 ``0``\ 。 .. rst-class:: classref-item-separator @@ -210,7 +210,7 @@ Sprite2D - void **set_hframes** **(** :ref:`int` value **)** - :ref:`int` **get_hframes** **(** **)** -精灵表中的列数。 +精灵表中的列数。该属性发生变化时会对 :ref:`frame` 进行调整,在视觉上维持相同的帧(同一行、同一列)。如果无法维持,则会将 :ref:`frame` 重置为 ``0``\ 。 .. rst-class:: classref-item-separator @@ -312,7 +312,7 @@ Sprite2D - void **set_vframes** **(** :ref:`int` value **)** - :ref:`int` **get_vframes** **(** **)** -精灵表中的行数。 +精灵表中的行数。该属性发生变化时会对 :ref:`frame` 进行调整,在视觉上维持相同的帧(同一行、同一列)。如果无法维持,则会将 :ref:`frame` 重置为 ``0``\ 。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_sprite3d.rst b/classes/zh_CN/class_sprite3d.rst index 7983c968b9..7f9f73bd1b 100644 --- a/classes/zh_CN/class_sprite3d.rst +++ b/classes/zh_CN/class_sprite3d.rst @@ -94,7 +94,7 @@ Sprite3D - void **set_frame** **(** :ref:`int` value **)** - :ref:`int` **get_frame** **(** **)** -当前显示的精灵表中的帧。\ :ref:`vframes` 或 :ref:`hframes` 必须大于 1。 +当前显示的精灵表中的帧。\ :ref:`hframes` 和 :ref:`vframes` 必须大于 1。\ :ref:`hframes` 或 :ref:`vframes` 发生变化时会自动调整该属性,让它在视觉上保持指向同一帧(同一行、同一列)。 如果无法保持,则会重置为 ``0``\ 。 .. rst-class:: classref-item-separator @@ -128,7 +128,7 @@ Sprite3D - void **set_hframes** **(** :ref:`int` value **)** - :ref:`int` **get_hframes** **(** **)** -精灵表中的列数。 +精灵表中的列数。该属性发生变化时会对 :ref:`frame` 进行调整,在视觉上维持相同的帧(同一行、同一列)。如果无法维持,则会将 :ref:`frame` 重置为 ``0``\ 。 .. rst-class:: classref-item-separator @@ -196,7 +196,7 @@ Sprite3D - void **set_vframes** **(** :ref:`int` value **)** - :ref:`int` **get_vframes** **(** **)** -精灵表中的行数。 +精灵表中的行数。该属性发生变化时会对 :ref:`frame` 进行调整,在视觉上维持相同的帧(同一行、同一列)。如果无法维持,则会将 :ref:`frame` 重置为 ``0``\ 。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法没有副作用。不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_string.rst b/classes/zh_CN/class_string.rst index 9e5b826a23..5391156356 100644 --- a/classes/zh_CN/class_string.rst +++ b/classes/zh_CN/class_string.rst @@ -458,16 +458,16 @@ String "move_local_x".capitalize() # 返回 "Move Local X" "sceneFile_path".capitalize() # 返回 "Scene File Path" + "2D, FPS, PNG".capitalize() # 返回 "2d, Fps, Png" .. code-tab:: csharp "move_local_x".Capitalize(); // 返回 "Move Local X" "sceneFile_path".Capitalize(); // 返回 "Scene File Path" + "2D, FPS, PNG".Capitalize(); // 返回 "2d, Fps, Png" -\ **注意:**\ 这个方法与检查器面板中属性的默认外观不一样,不会像你期望的那样将首字母缩写大写(\ ``"2D"``\ 、\ ``"FPS"``\ 、\ ``"PNG"`` 等)。 - .. rst-class:: classref-item-separator ---- @@ -1833,7 +1833,7 @@ String :ref:`String` **to_lower** **(** **)** |const| -返回将该字符串转换为小写的结果。 +返回将该字符串转换为小写 ``lowercase`` 的结果。 .. rst-class:: classref-item-separator @@ -1859,6 +1859,25 @@ String 返回将该字符串转换为蛇形命名 ``snake_case`` 的结果。 +\ **注意:**\ 如果数字之后存在的是\ *单个*\ 字符,则不会进行拆分,这是为了保证某些单词的连贯(例如“2D”)。 + + +.. tabs:: + + .. code-tab:: gdscript + + "Node2D".to_snake_case() # 返回 "node_2d" + "2nd place".to_snake_case() # 返回 "2_nd_place" + "Texture3DAssetFolder".to_snake_case() # 返回 "texture_3d_asset_folder" + + .. code-tab:: csharp + + "Node2D".ToSnakeCase(); // 返回 "node_2d" + "2nd place".ToSnakeCase(); // 返回 "2_nd_place" + "Texture3DAssetFolder".ToSnakeCase(); // 返回 "texture_3d_asset_folder" + + + .. rst-class:: classref-item-separator ---- @@ -1869,7 +1888,7 @@ String :ref:`String` **to_upper** **(** **)** |const| -返回将该字符串转换为大写的结果。 +返回将该字符串转换为大写 ``UPPERCASE`` 的结果。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_stringname.rst b/classes/zh_CN/class_stringname.rst index 773855396f..e05cdda087 100644 --- a/classes/zh_CN/class_stringname.rst +++ b/classes/zh_CN/class_stringname.rst @@ -25,8 +25,14 @@ StringName \ :ref:`String` 的所有方法都在这个类中可用。它们会将 **StringName** 转换为字符串,返回的也是字符串。这样做效率非常低,应该只在需要字符串时使用。 +\ **注意:**\ 在 C# 中,需要显式转换为 ``System.String`` 才能使用本页列出的方法。使用 ``ToString()`` 方法将 **StringName** 转换为字符串,然后使用 ``System.String`` 或 ``StringExtensions`` 中的等效方法。 + \ **注意:**\ 转换为布尔值时,空的 **StringName**\ (\ ``StringName("")``\ )为 ``false``\ ,其他 **StringName** 均为 ``true``\ 。不能使用 ``not`` 运算符。请改用 :ref:`is_empty` 来检查空的 **StringName**\ 。 +.. note:: + + 通过 C# 使用这个 API 时有显著的不同。详见 :ref:`doc_c_sharp_differences`\ 。 + .. rst-class:: classref-reftable-group 构造函数 @@ -425,16 +431,16 @@ StringName "move_local_x".capitalize() # 返回 "Move Local X" "sceneFile_path".capitalize() # 返回 "Scene File Path" + "2D, FPS, PNG".capitalize() # 返回 "2d, Fps, Png" .. code-tab:: csharp "move_local_x".Capitalize(); // 返回 "Move Local X" "sceneFile_path".Capitalize(); // 返回 "Scene File Path" + "2D, FPS, PNG".Capitalize(); // 返回 "2d, Fps, Png" -\ **注意:**\ 这个方法与检查器面板中属性的默认外观不一样,不会像你期望的那样将首字母缩写大写(\ ``"2D"``\ 、\ ``"FPS"``\ 、\ ``"PNG"`` 等)。 - .. rst-class:: classref-item-separator ---- @@ -1672,7 +1678,7 @@ StringName :ref:`String` **to_lower** **(** **)** |const| -返回将该字符串转换为小写的结果。 +返回将该字符串转换为小写 ``lowercase`` 的结果。 .. rst-class:: classref-item-separator @@ -1698,6 +1704,25 @@ StringName 返回将该字符串转换为蛇形命名 ``snake_case`` 的结果。 +\ **注意:**\ 如果数字之后存在的是\ *单个*\ 字符,则不会进行拆分,这是为了保证某些单词的连贯(例如“2D”)。 + + +.. tabs:: + + .. code-tab:: gdscript + + "Node2D".to_snake_case() # 返回 "node_2d" + "2nd place".to_snake_case() # 返回 "2_nd_place" + "Texture3DAssetFolder".to_snake_case() # 返回 "texture_3d_asset_folder" + + .. code-tab:: csharp + + "Node2D".ToSnakeCase(); // 返回 "node_2d" + "2nd place".ToSnakeCase(); // 返回 "2_nd_place" + "Texture3DAssetFolder".ToSnakeCase(); // 返回 "texture_3d_asset_folder" + + + .. rst-class:: classref-item-separator ---- @@ -1708,7 +1733,7 @@ StringName :ref:`String` **to_upper** **(** **)** |const| -返回将该字符串转换为大写的结果。 +返回将该字符串转换为大写 ``UPPERCASE`` 的结果。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_surfacetool.rst b/classes/zh_CN/class_surfacetool.rst index d1e8c3dfe1..31f4bd7a4f 100644 --- a/classes/zh_CN/class_surfacetool.rst +++ b/classes/zh_CN/class_surfacetool.rst @@ -401,7 +401,7 @@ void **deindex** **(** **)** 为给定的 ``nd_threshold`` 生成 LOD,使用线性单位(四次误差的平方根),最多使用 ``target_index_count`` 个索引。 -\ *已弃用。*\ 内部不再使用,忽略后能够保持法线和 UV。请考虑改用 :ref:`ImporterMesh.generate_lods`\ 。 +\ *已弃用。*\ 内部不再使用,并且无法保留法线或 UV。请考虑改用 :ref:`ImporterMesh.generate_lods`\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_textserver.rst b/classes/zh_CN/class_textserver.rst index c0b01d0553..019ec4e361 100644 --- a/classes/zh_CN/class_textserver.rst +++ b/classes/zh_CN/class_textserver.rst @@ -538,7 +538,7 @@ enum **FontLCDSubpixelLayout**: :ref:`FontLCDSubpixelLayout` **FONT_LCD_SUBPIXEL_LAYOUT_MAX** = ``5`` - +代表 :ref:`FontLCDSubpixelLayout` 枚举的大小。 .. rst-class:: classref-item-separator @@ -948,7 +948,7 @@ flags **TextOverrunFlag**: :ref:`TextOverrunFlag` **OVERRUN_JUSTIFICATION_AWARE** = ``16`` - +在尝试修剪文本之前考虑文本是否对齐(请参阅 :ref:`JustificationFlag`\ )。 .. rst-class:: classref-item-separator @@ -1376,7 +1376,7 @@ enum **SpacingType**: :ref:`SpacingType` **SPACING_MAX** = ``4`` - +代表 :ref:`SpacingType` 枚举的大小。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_texture2d.rst b/classes/zh_CN/class_texture2d.rst index 1c14f61447..a2f630b66e 100644 --- a/classes/zh_CN/class_texture2d.rst +++ b/classes/zh_CN/class_texture2d.rst @@ -236,7 +236,9 @@ void **draw_rect_region** **(** :ref:`RID` canvas_item, :ref:`Rect2` **get_image** **(** **)** |const| -返回一个 :ref:`Image`\ ,是这个 **Texture2D** 中数据的副本(每次都会新建一个 :ref:`Image`\ )。可以直接访问并操作 :ref:`Image`\ 。 +返回一个 :ref:`Image`\ ,该对象是这个 **Texture2D** 中数据的副本(每次都会新建一个 :ref:`Image`\ )。可以直接访问并操作 :ref:`Image`\ 。 + +\ **注意:**\ 如果该 **Texture2D** 无效,则会返回 ``null``\ 。 \ **注意:**\ 这个函数会从 GPU 获取纹理数据,过度使用可能会引起性能问题。 diff --git a/classes/zh_CN/class_transform2d.rst b/classes/zh_CN/class_transform2d.rst index b043b56ab2..6f128c0e29 100644 --- a/classes/zh_CN/class_transform2d.rst +++ b/classes/zh_CN/class_transform2d.rst @@ -19,7 +19,7 @@ Transform2D 用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换,由三个 :ref:`Vector2` 值组成:\ :ref:`x`\ 、\ :ref:`y`\ 、\ :ref:`origin`\ 。 -更多信息请阅读文档文章《矩阵与变换》。 +通用介绍见教程\ :doc:`《矩阵与变换》 <../tutorials/math/matrices_and_transforms>`\ 。 .. note:: diff --git a/classes/zh_CN/class_transform3d.rst b/classes/zh_CN/class_transform3d.rst index 41c4fd6a06..0c4ad7e910 100644 --- a/classes/zh_CN/class_transform3d.rst +++ b/classes/zh_CN/class_transform3d.rst @@ -19,7 +19,7 @@ Transform3D 用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 :ref:`basis`\ (前三列)和 :ref:`origin` 的 :ref:`Vector3`\ (最后一列)组成。 -更多信息请阅读文档文章《矩阵与变换》。 +通用介绍见教程\ :doc:`《矩阵与变换》 <../tutorials/math/matrices_and_transforms>`\ 。 .. note:: diff --git a/classes/zh_CN/class_tween.rst b/classes/zh_CN/class_tween.rst index 00a79f4640..fb173849bf 100644 --- a/classes/zh_CN/class_tween.rst +++ b/classes/zh_CN/class_tween.rst @@ -21,7 +21,7 @@ Tween Tween 主要用于需要将一个数值属性插值到一系列值的动画。\ *tween* 这个名字来自 *in-betweening*\ ,这是一种动画技术,可以在其中指定 *关键帧*\ ,然后计算机会插入出现在它们之间的帧。使用 **Tween** 制作动画被称为补间动画。 -\ **Tween** 比 :ref:`AnimationPlayer` 更适合事先不知道最终值的动画。例如,插入动态选择的相机缩放值最好使用 **Tween** 完成;很难使用 :ref:`AnimationPlayer` 节点做同样的事情。Tween 也比 :ref:`AnimationPlayer` 更轻量级,因此它们非常适合简单的动画,或不需要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以即用即弃的方式使用。例如,可以使用带延迟的循环 :ref:`CallbackTweener` 定期射击。 +\ **Tween** 比 :ref:`AnimationPlayer` 更适合事先不知道最终值的动画。例如,插入动态选择的相机缩放值最好使用 **Tween** 完成;很难使用 :ref:`AnimationPlayer` 节点做同样的事情。Tween 也比 :ref:`AnimationPlayer` 更轻量级,因此它们非常适合简单的动画,或不需要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以“即用即弃”的方式使用。例如,可以使用带延迟的循环 :ref:`CallbackTweener` 定期射击。 可以使用 :ref:`SceneTree.create_tween` 或 :ref:`Node.create_tween` 创建 **Tween**\ 。手动创建的 **Tween**\ (即使用 ``Tween.new()``\ )无效,不能用于对值进行补间。 diff --git a/classes/zh_CN/class_vehiclewheel3d.rst b/classes/zh_CN/class_vehiclewheel3d.rst index 9632cc2d9d..200d0afc61 100644 --- a/classes/zh_CN/class_vehiclewheel3d.rst +++ b/classes/zh_CN/class_vehiclewheel3d.rst @@ -333,7 +333,7 @@ VehicleWheel3D - void **set_roll_influence** **(** :ref:`float` value **)** - :ref:`float` **get_roll_influence** **(** **)** -这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值将阻止车身侧倾。 +该值会影响车辆的滚动。如果将所有车轮都设置为 1.0,车辆将抵抗车身侧倾,而值为 0.0 则容易翻车。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_window.rst b/classes/zh_CN/class_window.rst index d6748463f1..ecaf5a9806 100644 --- a/classes/zh_CN/class_window.rst +++ b/classes/zh_CN/class_window.rst @@ -2369,7 +2369,7 @@ void **set_unparent_when_invisible** **(** :ref:`bool` unparent **)* 如果 ``unparent`` 为 ``true``\ ,则窗口会在隐藏时自动解除与父节点的关系。 -\ **注意:**\ 请确保存在对该节点的引用,否则该节点会变为孤儿节点。没有父节点时,你还需要手动调用 :ref:`Node.queue_free` 来释放该窗口。 +\ **注意:**\ 请确保存在对该节点的引用,否则该节点会变为孤立节点。没有父节点时,你还需要手动调用 :ref:`Node.queue_free` 来释放该窗口。 .. rst-class:: classref-item-separator diff --git a/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po index cbfe46bf08..51f9ba02bc 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po +++ b/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po index b775279c6a..ff6d7845e2 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -42,12 +42,49 @@ msgstr "" "dokumentu se neprojevily." #, fuzzy -msgid "New pages since version 4.0" +msgid "New pages since version 4.1" msgstr "Nové tutorialy od verze 3.0" +msgid "C#" +msgstr "" + +#, fuzzy +msgid ":ref:`doc_c_sharp_diagnostics`" +msgstr ":ref:`doc_2d_sprite_animation`" + msgid "Development" msgstr "Vývoj" +#, fuzzy +msgid ":ref:`doc_2d_coordinate_systems`" +msgstr ":ref:`doc_what_are_godot_classes`" + +#, fuzzy +msgid "Migrating" +msgstr "Osvětlení" + +#, fuzzy +msgid ":ref:`doc_upgrading_to_godot_4.2`" +msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" + +msgid "I/O" +msgstr "" + +#, fuzzy +msgid ":ref:`doc_runtime_loading_and_saving`" +msgstr ":ref:`doc_exporting_basics`" + +msgid "Platform-specific" +msgstr "Specifické pro platformu" + +#, fuzzy +msgid ":ref:`doc_android_library`" +msgstr ":ref:`doc_android_plugin`" + +#, fuzzy +msgid "New pages since version 4.0" +msgstr "Nové tutorialy od verze 3.0" + #, fuzzy msgid ":ref:`doc_internal_rendering_architecture`" msgstr ":ref:`doc_beziers_and_curves`" @@ -56,10 +93,6 @@ msgstr ":ref:`doc_beziers_and_curves`" msgid ":ref:`doc_using_sanitizers`" msgstr ":ref:`doc_using_servers`" -#, fuzzy -msgid "Migrating" -msgstr "Osvětlení" - #, fuzzy msgid ":ref:`doc_upgrading_to_godot_4.1`" msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" @@ -280,9 +313,8 @@ msgstr ":ref:`doc_ragdoll_system`" msgid "Community" msgstr "Komunita" -#, fuzzy msgid ":ref:`doc_best_practices_for_engine_contributors`" -msgstr "Viz :ref:`doc_ways_to_contribute`." +msgstr ":ref:`doc_best_practices_for_engine_contributors`" #, fuzzy msgid ":ref:`doc_bisecting_regressions`" @@ -326,11 +358,8 @@ msgstr ":ref:`doc_running_code_in_the_editor`" msgid "Export" msgstr "Export" -#, fuzzy msgid ":ref:`doc_exporting_for_dedicated_servers`" -msgstr "" -":ref:`Headless Linux and macOS servers " -"`." +msgstr ":ref:`doc_exporting_for_dedicated_servers`" msgid "Input" msgstr "Vstup" @@ -346,9 +375,6 @@ msgstr "Matematika" msgid ":ref:`doc_random_number_generation`" msgstr ":ref:`doc_android_plugin`" -msgid "Platform-specific" -msgstr "Specifické pro platformu" - #, fuzzy msgid ":ref:`doc_plugins_for_ios`" msgstr ":ref:`doc_optimizing_for_size`" @@ -373,9 +399,8 @@ msgstr ":ref:`doc_visual_shaders`" msgid ":ref:`doc_shaders_style_guide`" msgstr ":ref:`doc_shading_language`" -#, fuzzy msgid ":ref:`doc_debugger_panel`" -msgstr "GDSkript :ref:`debugger `." +msgstr ":ref:``" #, fuzzy msgid ":ref:`doc_creating_script_templates`" diff --git a/sphinx/po/cs/LC_MESSAGES/about/faq.po b/sphinx/po/cs/LC_MESSAGES/about/faq.po index 7f8c7755e8..fc6c8ba9df 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/faq.po +++ b/sphinx/po/cs/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,19 +25,18 @@ msgstr "Často kladené otázky" msgid "" "What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "Co mohu dělat s Godot? Kolik to stojí? Co jsou licenční podmínky?" +msgstr "Co mohu dělat s Godot? Kolik to stojí? Jaké jsou licenční podmínky?" -#, fuzzy msgid "" "Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " "\"free speech\" as well as in \"free beer.\"" msgstr "" -"Godot je `Svobodný software a software s otevřeným zdrojovým kódem `_ dostupný pod `OSI " -"licencí `_ MIT. To znamená, že je " -"zdarma jako ve \"svobodě projevu\", stejně jako v \"pivo zdarma.\"" +"Godot je `Svobodný software s otevřeným zdrojovým kódem `_ dostupný pod `OSI-" +"approved MIT licencí `_. To znamená, že " +"je zdarma jako \"svoboda projevu\" nebo jako \"pivo zdarma.\"" msgid "In short:" msgstr "Ve zkratce:" @@ -46,28 +45,26 @@ msgid "" "You are free to download and use Godot for any purpose: personal, non-" "profit, commercial, or otherwise." msgstr "" -"Můžete si zdarma stáhnout a používat Godot pro jakýkoli účel, osobní, " -"neziskový, komerční nebo jinak." +"Můžete si zdarma stáhnout a používat Godot pro jakékoliv účely: osobní, " +"neziskový, komerční nebo jakkoli jinak." msgid "" "You are free to modify, distribute, redistribute, and remix Godot to your " "heart's content, for any reason, both non-commercially and commercially." msgstr "" -"Máte možnost modifikovat, distribuovat, redistribuovat a remixovat Godot , " -"tak jak uznáte za vhodné, a to z jakéhokoli důvodu, a to jak nekomerčně, tak " -"komerčně." +"Můžete volne modifikovat, distribuovat, předávat a upravovat Godot tak jak " +"uznáte za vhodné a to z jakéhokoli důvodu, ať už nekomerčně nebo komerčně." -#, fuzzy msgid "" "All the contents of this accompanying documentation are published under the " "permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " "Linietsky, Ariel Manzur and the Godot Engine community.\"" msgstr "" -"Veškerý obsah této doprovodné dokumentace je zveřejněn pod licencí Creative " -"Commons Attribution 3.0 ( `CC-BY 3.0 `_ ), s uvedením licence „Juan Linietsky, Ariel Manzur a komunita " -"Godot Engine. \"" +"Veškerý obsah této doprovodné dokumentace je zveřejněn pod volnou licencí " +"Creative Commons Attribution 3.0 ( `CC-BY 3.0 `_ ), s přiřazením licence k „Juan Linietsky, Ariel Manzur " +"a komunitě Godot Engine. \"" msgid "" "Logos and icons are generally under the same Creative Commons license. Note " @@ -78,7 +75,6 @@ msgstr "" "že některé knihovny třetích stran zahrnuté ve zdrojovém kódu Godota mohou " "mít různé licence." -#, fuzzy msgid "" "For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ " "files in the Godot repository." msgstr "" -"Úplné podrobnosti naleznete v souboru `COPYRIGHT.txt `_ a také `LICENSE.txt `_ a `LOGO\\_LICENSE." -"txt `_ " -"soubory v úložišti Godot." +"Veškeré podrobnosti naleznete v souborech `COPYRIGHT.txt `_, `LICENSE.txt `_ a `LOGO_LICENSE.txt " +"`_ v " +"úložišti Godot." msgid "" "Also, see `the license page on the Godot website `_." msgstr "" -"Viz také `licenční stránka na webu Godot `_ ." +"Viz také `licenční stránka na webu Godot `_." msgid "Which platforms are supported by Godot?" msgstr "Které platformy podporuje Godot?" msgid "**For the editor:**" -msgstr "**Pro editora:**" +msgstr "**Pro editor:**" msgid "Windows" msgstr "Windows" @@ -111,9 +106,8 @@ msgstr "Windows" msgid "macOS" msgstr "macOS" -#, fuzzy msgid "Linux, \\*BSD" -msgstr "X11 (Linux, \\*BSD)" +msgstr "Linux, \\*BSD" msgid "Android (experimental)" msgstr "Android (experimentální)" @@ -133,39 +127,39 @@ msgstr "Ios" msgid "Web" msgstr "Web" -#, fuzzy msgid "" "Both 32- and 64-bit binaries are supported where it makes sense, with 64 " "being the default. Official macOS builds support Apple Silicon natively as " "well as x86_64." msgstr "" -"V případě, že to dává smysl, jsou podporovány 32bitové i 64bitové binární " -"soubory, přičemž 64 je výchozí." +"Obě 32-bit a 64-bit bitové verze jsou podporovány všude, kde to dává smysl, " +"s tím že 64 je defaultní. Oficiální macOS sestavení přirozeně podporuje " +"Apple Silicon stejně jako x86_64." msgid "" "Some users also report building and using Godot successfully on ARM-based " "systems with Linux, like the Raspberry Pi." msgstr "" -"Někteří uživatelé také hlásí sestavení a používání Godot úspěšně na " -"systémech založených na ARM s Linuxem, jako je Raspberry Pi." +"Někteří uživatelé také hlásí úspěšné sestavení a použití Godot na systémech " +"založených na ARM s Linuxem, jako je Raspberry Pi." -#, fuzzy msgid "" "The Godot team can't provide an open source console export due to the " "licensing terms imposed by console manufacturers. Regardless of the engine " "you use, though, releasing games on consoles is always a lot of work. You " "can read more about :ref:`doc_consoles`." msgstr "" -"Tým Godot enginu nemůže poskytovat export open-source projektů kvůli " -"licenčním podmínkám, stanoveným výrobci konzolí. Bez ohledu na engine, který " -"použijete, znamená vydávání her pro konzole vždy hodně práce." +"Tým enginu Godot nemůže poskytovat export open-source projektů na konzole " +"kvůli licenčním podmínkám stanovených jejich výrobci. Bez ohledu na engine, " +"který použijete, znamená vydání her pro konzole vždy hodně práce. Více se " +"můžete dočíst na :ref:`doc_consoles`." msgid "" "For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." msgstr "" -"Pro více informací o tom, viz oddíly na :ref:`export ` a :ref:`Godot vlastní kompilace `." +"Pro více informací se podívejte na sekce :ref:`exportování ` a :ref:`kompilování Godot `." msgid "" "Godot 3 also had support for Universal Windows Platform (UWP). This platform " @@ -173,19 +167,22 @@ msgid "" "deprecated by Microsoft. It is still available in the current stable release " "of Godot 3 for interested users." msgstr "" +"Godot 3 měl také podporu pro Universal Windows Platform (UWP). Tento port " +"platformy byl v Godot 4 odstraněn kvůli nedostatečné údržbě a Microsoft ho " +"zavrhl. Pro zainteresované uživatele je stále k dispozici v aktuální " +"stabilní verzi Godot 3." msgid "Which programming languages are supported in Godot?" -msgstr "Které programovací jazyky jsou podporovány v Godotu?" +msgstr "Které programovací jazyky jsou podporovány v Godot?" -#, fuzzy msgid "" "The officially supported languages for Godot are GDScript, C#, and C++. See " "the subcategories for each language in the :ref:`scripting ` section." msgstr "" -"Oficiálně podporované jazyky v Godotu jsou GDScript, Vizuální Skriptování, " -"C# a C++. Viz podkategorie pro každý jazyk v :ref:`skriptování ` sekce." +"Oficiálně podporované jazyky pro Godot jsou GDScript, C# a C++. Více v " +"podkategoriích pro každý jazyk v sekci :ref:`skriptování `." msgid "" "If you are just starting out with either Godot or game development in " @@ -195,15 +192,14 @@ msgid "" "Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " "provide a fast, friendly, and capable way of developing your games." msgstr "" -"Pokud teprve začínáte s vývojem v Godotu nebo s vývojem her obecně, GDScript " -"je jazyk právě pro vás a to protože je v Godotu nativné podporován. Zatímco " -"skriptovací jazyky mají v dlouhodobém horizontu tendenci být méně výkonné " -"než jazyky nižší úrovně, pro prototypování, vývoj minimálních " +"Pokud teprve začínáte s Godot nebo s vývojem her obecně, doporučujeme se " +"naučit a používat GDScript, protože je v Godotu přirozeně podporován. " +"Zatímco skriptovací jazyky mají v dlouhodobém horizontu tendenci být méně " +"výkonné než jazyky nižší úrovně, pro prototypování, vývoj minimálních " "životaschopných produktů (MVP) a zaměřování se na TTM (Time-To-Market), " "GDScript poskytne rychlý, uživatelsky přívětivý a výkonný prostředek pro " "rozvoj vašich her." -#, fuzzy msgid "" "Note that C# support is still relatively new, and as such, you may encounter " "some issues along the way. C# support is also currently missing on the web " @@ -215,14 +211,14 @@ msgid "" "is a great way to start your troubleshooting." msgstr "" "Všimněte si, že podpora C # je stále relativně nová, a proto se můžete " -"setkat s některými problémy. Naše přátelská a pracovitá komunita vývojářů je " -"vždy připravena řešit nové problémy, jakmile se objeví, ale protože se jedná " -"o projekt s otevřeným zdrojovým kódem, doporučujeme vám nejprve udělat si " -"vlastní hloubkový průzkum. Prohledávání diskusí o `otevřených problémech " -"`_ je skvělý způsob, jak začít " -"s řešením problémů vlastních." +"setkat s některými problémy. Podpora C#také cyhbí na webové platformě. Naše " +"přátelská a pracovitá komunita vývojářů je vždy připravena řešit nové " +"problémy jakmile se objeví, ale protože se jedná o projekt s otevřeným " +"zdrojovým kódem, doporučujeme vám nejprve udělat si vlastní hloubkový " +"průzkum. Prohledávání diskusí o `otevřených problémech `_ je " +"skvělý způsob, jak začít s řešením vlastních problémů." -#, fuzzy msgid "" "As for new languages, support is possible via third parties with " "GDExtensions. (See the question about plugins below). Work is currently " @@ -231,15 +227,14 @@ msgid "" "godot-nim>`_." msgstr "" "Pokud jde o nové jazyky, podpora je možná prostřednictvím třetích stran " -"pomocí infrastruktury GDNative / NativeScript / PluginScript. (Viz otázka o " -"pluginech níže.) V současné době probíhají práce na neoficiální podpoře " -"`Pythonu `_ a `Nimu `_ pro skriptování v Godotu." +"pomocí GDExtensions. (Více v otázce o pluginech níže.) V současné době " +"například probíhají práce na neoficiálním propojení Godot s`Pythonem " +"`_ a `Nimem `_." msgid "What is GDScript and why should I use it?" msgstr "Co je GDScript a proč bych jej měl používat?" -#, fuzzy msgid "" "GDScript is Godot's integrated scripting language. It was built from the " "ground up to maximize Godot's potential in the least amount of code, " @@ -250,25 +245,23 @@ msgid "" "`GDScript scripting guide `." msgstr "" "GDScript je integrovaný skriptovací jazyk pro Godot. Byl postaven od základů " -"tak, aby maximalizoval potenciál enginu při využití mínimálního množství " +"tak, aby maximalizoval potenciál enginu při využití minimálního množství " "kódu. To umožňuje jak začínajícím, tak i pokročilým vývojářům co nejrychleji " "ovládnout silné stránky Godota. Pokud jste někdy napsali něco v jazyce jako " -"Python, budete se zde cítit jako doma. Příklady, historie a úplný přehled " -"možností, které vám GDScript nabízí, najdete v :ref:`skriptovací příručka " -"GDScript ` ." +"je Python, budete se zde cítit jako doma. Pro příklady a úplný přehled " +"možností které GDScipt nabízí zjistíte v :ref:`GDScript skriptovací příručka " +"GDScript `." -#, fuzzy msgid "" "There are several reasons to use GDScript, especially when you are " "prototyping, in alpha/beta stages of your project, or are not creating the " "next AAA title. The most salient reason is the overall **reduction of " "complexity**." msgstr "" -"Existuje několik důvodů, proč používat GDScript - zejména když " -"prototypujete, ve fázích alfa / beta vašeho projektu nebo nevytváříte další " -"titul AAA -, ale nejdůležitějším důvodem je celkové **snížení složitosti.**." +"Existuje několik důvodů proč používat GDScript, zejména když prototypujete, " +"v alfa/beta fázích vašeho projektu nebo pokud nevytváříte další AAA titul. " +"Nejvýznamějším důvodem je celkové **snížení složitosti.**." -#, fuzzy msgid "" "The original intent of creating a tightly integrated, custom scripting " "language for Godot was two-fold: first, it reduces the amount of time " @@ -289,7 +282,6 @@ msgstr "" "jádrem enginu, spíše než utápět spoustu času prací na malých přírůstkových " "funkcích pro velké množství jazyků." -#, fuzzy msgid "" "Since Godot is an open source project, it was imperative from the start to " "prioritize a more integrated and seamless experience over attracting " @@ -301,10 +293,10 @@ msgid "" "once you see how powerful it is and rapid your development becomes, we think " "GDScript will grow on you." msgstr "" -"Protože Godot je projekt s otevřeným zdrojovým kódem, bylo od počátku " +"Jelikož Godot je projekt s otevřeným zdrojovým kódem, bylo od počátku " "nezbytné upřednostňovat integrovanější a bezproblémovou zkušenost před " "získáváním dalších uživatelů podporou známějších programovacích jazyků - " -"zejména pokud by podpora těchto známých jazyků vedla k horšímu zkušenosti. " +"zejména pokud by podpora těchto známých jazyků vedla k horším zkušenostem. " "Chápeme, že byste v Godotu raději používali jiný jazyk (viz výše uvedený " "seznam podporovaných možností). Jak již bylo řečeno, pokud jste nezkoušeli " "GDScript, zkuste to na **tři dny**. Stejně jako Godot, jakmile uvidíte, jak " @@ -316,13 +308,12 @@ msgid "" "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " "tutorial." msgstr "" -"Více informací o pohodlném používání GDScriptu nebo dynamicky jazyků najdete " -"v tutoriálu :ref:`doc_gdscript_more_efffully`." +"Více informací jak pohodlně používat GDScript nebo dynamicky typované jazyky " +"najdete v tutoriálu :ref:`doc_gdscript_more_efficiently`." msgid "What were the motivations behind creating GDScript?" -msgstr "Jaké byla motivace pro vytvořeníí GDScript?" +msgstr "Jaká byla motivace pro vytvořeníí GDScript?" -#, fuzzy msgid "" "In the early days, the engine used the `Lua `__ " "scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " @@ -330,11 +321,11 @@ msgid "" "took an enormous amount of code. After some experiments with `Python " "`__, that also proved difficult to embed." msgstr "" -"V dávných časech používal engin skriptovací jazyk `Lua `_ . Lua je rychlá, ale vytváření vazeb na objektově orientovaný systém " -"(pomocí fallbacks) bylo složité a pomalé a vyžadovalo enormní množství kódu. " -"Po několika experimentech s `Pythonem `_ se i toto " -"řešení ukázalo jako problematické." +"V začátcích používal engin skriptovací jazyk `Lua `_ . " +"Lua umí být ychlý, díky LuaJIT, ale vytváření vazeb na objektově orientovaný " +"systém (pomocí fallbacks) bylo složité a pomalé a vyžadovalo enormní " +"množství kódu. Po několika experimentech s `Pythonem `_ se i toto řešení ukázalo jako problematické." msgid "" "The main reasons for creating a custom scripting language for Godot were:" @@ -345,36 +336,35 @@ msgid "" "Poor threading support in most script VMs, and Godot uses threads (Lua, " "Python, Squirrel, JavaScript, ActionScript, etc.)." msgstr "" -"Špatná podpora vláken v enginech většiny skriptů a Godot používá vlákna(Lua, " +"Špatná podpora vláken ve většiny VM skriptů a Godot používá vlákna(Lua, " "Python, Squirrel, JavaScript, ActionScript atd.)." msgid "" "Poor class-extending support in most script VMs, and adapting to the way " "Godot works is highly inefficient (Lua, Python, JavaScript)." msgstr "" -"Špatná podpora rozšíření tříd ve většině skriptů a přizpůsobení se způsobu, " -"jakým Godot pracuje, je vysoce neefektivní (Lua, Python, JavaScript)." +"Špatná podpora rozšíření tříd ve většině VM skriptů a přizpůsobení se " +"způsobu, jakým Godot pracuje, je vysoce neefektivní (Lua, Python, " +"JavaScript)." -#, fuzzy msgid "" "Many existing languages have horrible interfaces for binding to C++, " "resulting in a large amount of code, bugs, bottlenecks, and general " "inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " "on a great engine, not a great number of integrations." msgstr "" -"Mnoho existujících jazyků má odporná rozhraní pro vazbu na C ++, což vede k " -"velkému množství kódu, chyb, úzkých míst a obecně neefektivnosti (Lua, " -"Python, Squirrel, JavaScript atd.) Chtěli jsme se zaměřit na skvělý engine, " -"ne na velké množství integrovaných jazyků." +"Mnoho existujících jazyků má otřesná rozhraní pro vazbu na C ++, což vede k " +"velkému množství kódu, chybám, bottlenecks (efekt hrdla lahve) a obecně " +"neefektivnosti (Lua, Python, Squirrel, JavaScript atd.) Chtěli jsme se " +"zaměřit na skvělý engine, ne na velké množství integrovaných jazyků." -#, fuzzy msgid "" "No native vector types (Vector3, Transform3D, etc.), resulting in highly " "reduced performance when using custom types (Lua, Python, Squirrel, " "JavaScript, ActionScript, etc.)." msgstr "" -"Žádné nativní typy vektorů (vector3, matrix4 atd.), což má za následek velmi " -"snížený výkon při používání vlastních typů (Lua, Python, Squirrel, " +"Žádné nativní typy vektorů (vector3, Transform3D atd.), kterou vedou k " +"velmkému snížené výkonu při používání vlastních typů (Lua, Python, Squirrel, " "JavaScript, ActionScript atd.)." msgid "" @@ -384,76 +374,72 @@ msgstr "" "Automatická správa paměti (Garbage Collector) má za následek prodlevy nebo " "zbytečně velké využití paměti (Lua, Python, JavaScript, ActionScript atd.)." -#, fuzzy msgid "" "Difficulty integrating with the code editor for providing code completion, " "live editing, etc. (all of them)." msgstr "" "Potíže při integraci script editoru s automatickým navrhováním doplňování " -"kódu (code completion), úpravou prováděného kódu atd. (Všechny). Toto " -"všechno je dobře podporováno GDScriptem." +"kódu (code completion), úpravou prováděného kódu atd. (Všechny)." msgid "GDScript was designed to curtail the issues above, and more." -msgstr "GDScript byl navržen tak, aby omezil výše uvedené problémy a další." +msgstr "" +"GDScript byl navržen tak, aby omezil výše uvedené problémy a jiné další." -#, fuzzy msgid "What 3D model formats does Godot support?" -msgstr "Jaký typ formátů 3D modelů Godot podporuje?" +msgstr "Jaké typy formátů 3D modelů Godot podporuje?" msgid "" "You can find detailed information on supported formats, how to export them " "from your 3D modeling software, and how to import them for Godot in the :ref:" "`doc_importing_3d_scenes` documentation." msgstr "" +"Podrobné informace o podporovaných formátech, jak je exportovat z vašeho " +"softwaru pro 3D modelování a jak je importovat do Godotu, naleznete v " +"dokumentaci :ref:`doc_importing_3d_scenes`." msgid "" "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" msgstr "" -"Bude [vložit uzavřemé SDK, jako je FMOD, GameWorks atd.] v Godotu " -"podporováno?" +"Budou [insert closed SDK, jako je FMOD, GameWorks atd.] v Godot podporovány?" -#, fuzzy msgid "" "The aim of Godot is to create a free and open source MIT-licensed engine " "that is modular and extendable. There are no plans for the core engine " "development community to support any third-party, closed-source/proprietary " "SDKs, as integrating with these would go against Godot's ethos." msgstr "" -"Cílem Godota je vytvořit bezplatný a open-source MIT-licencovaný engine, " +"Cílem Godot je vytvořit bezplatný a open-source MIT-licencovaný engine, " "který je modulární a rozšiřitelný. Neexistují žádné plány na to, aby " -"komunita pro vývoj jádra enginu podporovala jakékoli SDK třetích stran s " -"uzavřeným zdrojem / proprietární, protože jejich integrace by byla v rozporu " -"s étosem Godota." +"komunita vyvyjející jádro enginu podporovala jakékoli SDK třetích stran s " +"uzavřeným kódem/proprietární, protože jejich integrace by byla v rozporu s " +"etikou Godot." -#, fuzzy msgid "" "That said, because Godot is open source and modular, nothing prevents you or " "anyone else interested in adding those libraries as a module and shipping " "your game with them, as either open- or closed-source." msgstr "" "Vzhledem k tomu, že Godot je open-source a modulární, nic nebrání vám ani " -"nikomu jinému, kdo by měl zájem, přidat tyto knihovny jako modul a " -"distribuovat vaší hru s nimi -a to formou open či closed source." +"komukoli jinému přidat tyto knihovny jako moduly a distribuovat s nimi hru " +"ať už formou open či closed source." msgid "" "To see how support for your SDK of choice could still be provided, look at " "the Plugins question below." msgstr "" -"Chcete-li zjistit, jak by mohlo být podpoporováno vámi vybrané SDK, " -"podívejte se níže na otázku týkající se pluginů ." +"Chcete-li zjistit, jak by mohla být podpora pro vaše vybrané SDK " +"poskytována, se podívejte níže na otázku týkající se pluginů." -#, fuzzy msgid "" "If you know of a third-party SDK that is not supported by Godot but that " "offers free and open source integration, consider starting the integration " "work yourself. Godot is not owned by one person; it belongs to the " "community, and it grows along with ambitious community contributors like you." msgstr "" -"Pokud víte o sadě SDK třetích stran, která není podporována Godotem, ale " -"která nabízí bezplatnou integraci s otevřeným zdrojovým kódem, zvažte " -"zahájení integrační práce svépomocí. Godot není ve vlastnictví jedné osoby; " -"patří komunitě a roste spolu s ambicemi komunitních přispěvatelů, jako jste " -"vy." +"Pokud víte o sadě SDK třetích stran, kterou Godot nepodporuje, ale která " +"nabízí bezplatnou a open-source integraci, zvažte zahájení integrační práce " +"vlastní silou. Godot není jen ve vlastnictví jedné osoby; patří komunitě a " +"roste spolu s ambicemi komunitních přispěvatelů, jako jste vy." msgid "How can I extend Godot?" msgstr "Jak mohu rozšířit Godot?" @@ -464,22 +450,23 @@ msgid "" "` and tool scripts." msgstr "" "Chcete-li rozšířit Godot, například vytvořit pluginy editoru Godot nebo " -"přidat podporu pro další jazyky, podívejte se na :ref:`EditorPlugins " +"přidat podporu pro další jazyky, podívejte se na :ref:`Editor pluginů " "` a skripty nástrojů." -#, fuzzy msgid "" "Also, see the official blog post on GDExtension, a way to develop native " "extensions for Godot:" -msgstr "Podívejte se také na oficiální blogové příspěvky k těmto tématům:" +msgstr "" +"Podívejte se také na oficiální blogové příspěvky na GDExtension, možnost jak " +"vyvíjet nativní doplňky pro Godot:" -#, fuzzy msgid "" "`Introducing GDNative's successor, GDExtension `_" -msgstr "`GDNative je tady! `_" +msgstr "" +"`Představujeme nástupce GDNative, GDExtension `_" -#, fuzzy msgid "" "You can also take a look at the GDScript implementation, the Godot modules, " "as well as the `Jolt physics engine integration `_ " -"pro Godota. To by bylo dobrým výchozím bodem pro pochopení, jak se knihovny " -"třetích stran integrují do Godota." +"`integraci Jolt physics enginu `__ " +"pro Godot. To je dobrým začátečním bodem pro pochopení, jak se knihovny " +"třetích stran do Godot integrují." msgid "" "How do I install the Godot editor on my system (for desktop integration)?" msgstr "" +"Jak nainstaluji editor Godot na svém systému (pro integraci na desktopové " +"počítače)?" msgid "" "Since you don't need to actually install Godot on your system to run it, " @@ -505,20 +494,34 @@ msgid "" "(Linux). This will automatically perform the required steps for desktop " "integration." msgstr "" +"Vzhledem k tomu, že nepotřebujete Godot instalovat na svůj systém abyste jej " +"spustili, znamená, že se integrace desktopového rozhraní neprovádí " +"automaticky. Existují dva způsoby, jak toto překonat. Godot si můžete " +"nainstalovat ze `Steamu `__ (všechny platformy), `Scoop `__ " +"(Windows), `Homebrew `__ (macOS) nebo `Flathub `__ (Linux). Tím se " +"automaticky provedou požadované kroky pro integraci desktopového rozhraní." msgid "" "Alternatively, you can manually perform the steps that an installer would do " "for you:" msgstr "" +"Případně můžete ručně provést kroky, které by za vás udělal instalační " +"program:" msgid "" "Move the Godot executable to a stable location (i.e. outside of your " "Downloads folder), so you don't accidentally move it and break the shortcut " "in the future." msgstr "" +"Přesuňte spustitelný soubor Godot na pevné umístění (tj. mimo složku Stažené " +"soubory), abyste jej omylem nepřesunuli a v budoucnu nerozbili zástupce." msgid "Right-click the Godot executable and choose **Create Shortcut**." msgstr "" +"Klikněte pravým tlačítkem myši na spustitelný soubor Godot a vyberte " +"**Vytvořit zástupce**." msgid "" "Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start " @@ -526,12 +529,19 @@ msgid "" "appear in the Start menu. You can also pin Godot in the task bar by right-" "clicking the executable and choosing **Pin to Task Bar**." msgstr "" +"Přesuňte vytvořeného zástupce do ``%APPDATA%\\Microsoft\\Windows\\Start " +"Menu\\Programs``. Toto je uživatelské místo pro zástupce, které se zobrazí v " +"nabídce Start. Godot můžete také připnout na hlavní panel kliknutím pravého " +"tlačítka myši na spustitelný soubor a výběrem **Připnout na hlavní panel**." msgid "" "Drag the extracted Godot application to ``/Applications/Godot.app``, then " "drag it to the Dock if desired. Spotlight will be able to find Godot as long " "as it's in ``/Applications`` or ``~/Applications``." msgstr "" +"Přetáhněte rozbalenou aplikaci Godot do ``/Applications/Godot.app`` a poté " +"ji podle potřeby přetáhněte do Docku. Spotlight bude moci najít Godot, dokud " +"bude v ``/Applications`` nebo ``~/Applications``." msgid "Linux" msgstr "Linux" @@ -541,6 +551,8 @@ msgid "" "folder), so you don't accidentally move it and break the shortcut in the " "future." msgstr "" +"Přesuňte soubor Godot na pevné umístění (tj. mimo vaši složku Stažené " +"soubory), abyste jej omylem nepřesunuli a v budoucnu nerozbili zástupce." msgid "" "Rename and move the Godot binary to a location present in your ``PATH`` " @@ -549,6 +561,10 @@ msgid "" "allows you to :ref:`run the Godot editor from a terminal " "` by entering ``godot``." msgstr "" +"Přejmenujte a přesuňte soubor Godot do umístění ve vaší proměnné prostředí " +"``PATH``. Obvykle je to ``/usr/local/bin/godot`` nebo ``/usr/bin/godot``. To " +"vyžaduje administrátorská práva, ale také vám umoží :ref:`spustit editor " +"Godot z terminálu ` zadáním ``godot``." msgid "" "If you cannot move the Godot editor binary to a protected location, you can " @@ -556,6 +572,10 @@ msgid "" "line in the ``.desktop`` file linked below to contain the full *absolute* " "path to the Godot binary." msgstr "" +"Pokud nemůžete soubor editoru Godot přesunout na chráněné umístění, můžete " +"si binární soubor ponechat někde ve svém domovském adresáři a upravit řádek " +"``Path=`` v níže odkazovaném souboru ``.desktop`` tak, aby obsahoval úplnou " +"*absolutní* cestu ke Godot souboru." msgid "" "Save `this .desktop file `__ do ``$HOME/." +"local/share/applications/``. Pokud máte administrátorská práva, můžete také " +"uložit soubor ``.desktop`` do ``/usr/local/share/applications`` aby byl " +"zástupce k dispozici pro všechny uživatele." msgid "Is the Godot editor a portable application?" msgstr "Je editor Godot přenosná aplikace?" @@ -573,6 +598,9 @@ msgid "" "run from any location (including non-writable locations) and never requires " "administrator privileges." msgstr "" +"V základní konfiguraci je Godot *polo-přenosný*. Jeho spouštěcí soubor může " +"být spuštěn z kterékoliv lokace (všetně lokací do kterých nelze zapisovat) a " +"nikdy nevyžaduje administrátorská práva." msgid "" "However, configuration files will be written to the user-wide configuration " @@ -581,16 +609,23 @@ msgid "" "containing the Godot executable. See :ref:`doc_data_paths` for more " "information." msgstr "" +"Nicméně, konfigurační soubory budou zapsány do konfigurace pro všechny " +"uživatele nebo datového úložiště. Toto je většinou dobrý přístup, ale " +"znamená to, že konfigurační soubory se nepřenáší mezi stroji pokud " +"zkopírujete složku obsahující spustitelný soubor Godot. Čtěte :re:" +"`doc_data_paths` pro více informací." msgid "" "If *true* portable operation is desired (e.g. for use on an USB stick), " "follow the steps in :ref:`doc_data_paths_self_contained_mode`." msgstr "" +"Pokud je vyžadován *skutečně* přenosný provoz (např. pro použití na USB " +"klíčence), postupujte podle kroků v :ref:" +"`doc_data_paths_self_contained_mode`." msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?" -msgstr "Proč Godot používá místo Direct3D Vulkan nebo OpenGL?" +msgstr "Proč Godot používá Vulkan nebo OpenGL namísto Direct3D?" -#, fuzzy msgid "" "Godot aims for cross-platform compatibility and open standards first and " "foremost. OpenGL and Vulkan are the technologies that are both open and " @@ -598,11 +633,11 @@ msgid "" "project developed with Godot on Windows will run out of the box on Linux, " "macOS, and more." msgstr "" -"Godot usiluje především o kompatibilitu mezi platformami a otevřené " -"standardy. OpenGL a Vulkan jsou technologie, které jsou otevřené a dostupné " -"(téměř) na všech platformách. Díky tomuto rozhodnutí o návrhu dojde u " -"systému Linux, macOS a dalších k vylepšení projektu vyvinutého v Godotu pro " -"Windows." +"Godot staví prvně a především na mezi platformní kompatibilitě a otevřených " +"standardech. OpenGL a Vulkan jsou technologie, které jsou otevřené a " +"dostupné (téměř) na všech platformách. Díky tomuto návrhovému rozhodnutí " +"bude projekt vyvinutý s Godot pro Windows fungovat ihned po rozbalení na " +"Linuxu, macOS a dalších." msgid "" "Since Godot only has a few people working on its renderer, we would prefer " @@ -610,12 +645,12 @@ msgid "" "API on all platforms allows for greater consistency with fewer platform-" "specific issues." msgstr "" -"Vzhledem k tomu, že Godot pracuje na svém rendereru pouze s několika lidmi, " -"upřednostňovali bychom, aby se udržovalo méně backendů vykreslování. Kromě " -"toho umožňuje použití jediného rozhraní API na všech platformách větší " -"konzistenci s menším počtem problémů specifických pro jednotlivé platformy." +"Vzhledem k tomu, že Godot má jen málo lidí pracujích na svém " +"rendereru(vykreslovač), upřednostňujeme mít méně vykreslovacích back-endů k " +"údržbě. Kromě toho umožňuje použití jediného API rozhraní na všech " +"platformách k větší soudržnosti s menším počtem problémů specifických pro " +"jednotlivé platformy." -#, fuzzy msgid "" "In the long term, we may develop a Direct3D 12 renderer for Godot (mainly " "for Xbox), but Vulkan and OpenGL will remain the default rendering backends " @@ -623,25 +658,23 @@ msgid "" msgstr "" "Z dlouhodobého hlediska můžeme vyvinout vykreslovací modul Direct3D 12 pro " "Godot (hlavně pro účely Xboxu), ale Vulkan a OpenGL zůstanou výchozím " -"backendem vykreslování na všech platformách, včetně Windows." +"vykreslovacím back-endem na všech platformách, včetně Windows." msgid "Why does Godot aim to keep its core feature set small?" msgstr "Proč se Godot snaží udržet svou základní sadu funkcí malou?" -#, fuzzy msgid "" "Godot intentionally does not include features that can be implemented by add-" "ons unless they are used very often. One example of something not used often " "is advanced artificial intelligence functionality." msgstr "" "Godot záměrně neobsahuje funkce, které lze implementovat pomocí doplňků, " -"pokud nejsou používány velmi často. Příkladem mohou být pokročilé funkce " -"umělé inteligence." +"pokud nejsou používány velmi často. Příkladem něčeho co není užíváno moc " +"často pokročilé funkce umělé inteligence." msgid "There are several reasons for this:" -msgstr "Existuje několik důvodů:" +msgstr "Existuje pro to několik důvodů:" -#, fuzzy msgid "" "**Code maintenance and surface for bugs.** Every time we accept new code in " "the Godot repository, existing contributors often take the responsibility of " @@ -653,11 +686,11 @@ msgid "" msgstr "" "**Údržba kódu a vyhledávání chyb.** Pokaždé, když do úložiště Godot přijmeme " "nový kód, stávající přispěvatelé často přebírají odpovědnost za jeho údržbu. " -"Někteří přispěvatelé po začlenění svého kódu ne vždy zůstávají, což nám může " -"ztížit údržbu daného kódu. To může vést ke špatně udržovaným funkcím s " -"chybami, které nejsou nikdy opraveny. Kromě toho se \"plocha API\", kterou " -"je třeba testovat a kontrolovat, zda nedošlo k regresi, v průběhu času " -"neustále zvětšuje." +"Někteří přispěvatelé po začlenění svého kódu nejsou často po ruce po " +"začlenění jejich kódu, což nám může ztížit údržbu daného kódu. To může vést " +"ke špatně udržovaným funkcím s chybami, které nejsou nikdy opraveny. Kromě " +"toho \"API rozhraní\", které je třeba testovat a kontrolovat, zda nedošlo k " +"regresi, se v průběhu času neustále zvětšuje." msgid "" "**Ease of contribution.** By keeping the codebase small and tidy, it can " @@ -665,8 +698,8 @@ msgid "" "contributors to get started with Godot, without requiring them to purchase " "high-end hardware." msgstr "" -"**Snadné přispívání.** Díky tomu, že je kódová základna malá a přehledná,ji " -"lzei i nadále rychle a snadno kompilovat ze zdrojových kódů. Noví " +"**Snadné přispívání.** Díky tomu, že je kódová základna malá a přehledná, " +"tak zůstává nadále rychle a snadno sestavitelná ze zdrojových kódů. Noví " "přispěvatelé tak mohou s Godotem snáze začít pracovat, aniž by museli " "kupovat špičkový hardware." @@ -677,11 +710,10 @@ msgid "" "developers in all countries." msgstr "" "**Udržování malé velikosti binárního souboru pro editor.** Ne každý má " -"rychlé připojení k internetu. Zajištění toho, aby si každý mohl stáhnout " -"editor Godot, rozbalit jej a spustit za méně než 5 minut, činí Godot " -"přístupnějším pro vývojáře ve všech zemích." +"rychlé připojení k internetu. Zajištění, aby si každý mohl stáhnout editor " +"Godot, rozbalit jej a spustit za méně než 5 minut, činí Godot přístupnějším " +"pro vývojáře ve všech zemích." -#, fuzzy msgid "" "**Keeping the binary size small for export templates.** This directly " "impacts the size of projects exported with Godot. On mobile and web " @@ -690,14 +722,13 @@ msgid "" "high-speed Internet is not readily available. To add to this, strict data " "usage caps are often in effect in those countries." msgstr "" -"**Zachování malé velikosti binárních souborů pro exportní šablony.** To " -"přímo ovlivňuje velikost projektů exportovaných pomocí Godotu. U mobilních a " +"**Zachování malé velikosti binárních souborů pro exportní šablony.** Toto " +"přímo ovlivňuje velikost projektů exportovaných pomocí Godot. U mobilních a " "webových platforem je udržení nízké velikosti souborů prvořadé pro zajištění " -"rychlé instalace a načítání na málo výkonných zařízeních. Opět existuje " +"rychlé instalace a načítání na málo výkonných zařízeních. Opět, existuje " "mnoho zemí, kde není snadno dostupný vysokorychlostní internet. Navíc v " "těchto zemích často platí přísné limity pro využívání dat." -#, fuzzy msgid "" "For all the reasons above, we have to be selective of what we can accept as " "core functionality in Godot. This is why we are aiming to move some core " @@ -708,12 +739,12 @@ msgid "" "` to optimize the distribution size of your " "project.)" msgstr "" -"Ze všech výše uvedených důvodů si musíme vybírat, co můžeme v Godotu " -"považovat za základní funkce. Proto se snažíme v budoucích verzích Godotu " -"přesunout některé základní funkce do oficiálně podporovaných doplňků. Z " -"hlediska velikosti binárních souborů to má také tu výhodu, že budete platit " -"pouze za to, co ve svém projektu skutečně používáte. (Mezitím můžete :ref:" -"`kompilovat vlastní exportní šablony s vypnutými nepoužívanými funkcemi " +"Kvůli všecm výše uvedeným důvodům si musíme vybírat, co můžeme v Godotu " +"přijmout za základní funkce. Proto se snažíme přesunout některé základní " +"funkce pro oficiálně podporované doplňky do příštích verzí Godot. Z hlediska " +"velikosti binárních souborů to má také tu výhodu, že budete platit pouze za " +"to, co ve svém projektu skutečně používáte. (Tím je myšleno :ref:`kompilovat " +"vlastní exportní šablony s vypnutými nepoužívanými funkcemi " "` a optimalizovat tak distribuční velikost svého " "projektu.)" @@ -733,27 +764,25 @@ msgid "" "Android and Apple devices with different resolutions and aspect ratios were " "created, with a very wide range of sizes and DPIs." msgstr "" -"Tato otázka se objevuje často a je to pravděpodobně díky nedorozumění, které " -"vytvořilo Apple, když původně zdvojnásobilo rozlišení svých zařízení. To " -"přimělo lidi, aby si mysleli, že mít stejné zdroje v různých rozlišeních, je " -"dobrý nápad, a tak mnozí pokračovali dál touto cestou. To původně fungovalo " -"jenom do určité míry a pouze pro zařízení Apple, ale poté bylo vytvořeno " -"několik dalších zařízení Android a Apple s různými rozlišeními a poměry " -"stran, s velmi širokou škálou velikostí a DPI." +"Tato otázka se objevuje často a je to pravděpodobně díky nedorozumění, když " +"Apple původně zdvojnásobil rozlišení jeho zařízení. To přimělo lidi myslet " +"si, že mít stejné doplňky v různých rozlišeních, je dobrý nápad a tak mnozí " +"touto cestou pokračovali. To původně fungovalo jenom do určité míry a pouze " +"pro zařízení Apple, ale poté bylo vytvořeno několik dalších zařízení Android " +"a Apple s různými rozlišeními a poměry stran s velmi širokou škálou " +"velikostí a DPI." -#, fuzzy msgid "" "The most common and proper way to achieve this is to, instead, use a single " "base resolution for the game and only handle different screen aspect ratios. " "This is mostly needed for 2D, as in 3D, it's just a matter of camera " "vertical or horizontal FOV." msgstr "" -"Nejběžnějším a nejvhodnějším způsobem, jak toho dosáhnout, je namísto toho " -"použít pro hru jediné základní rozlišení a ošetřit pouze různé poměry stran " -"obrazovky. To je většinou potřeba pro 2D, protože ve 3D je to jen záležitost " -"souřadnic kamery XFov nebo YFov." +"Nejběžnějším a nejvhodnějším způsobem jak toho dosáhnout, je použít pro hru " +"jediné základní rozlišení a ošetřit pouze různé poměry stran obrazovky. To " +"je většinou potřeba pro 2D, protože ve 3D je to jen záležitost " +"horizontálního a vertikálního FOV kamery." -#, fuzzy msgid "" "Choose a single base resolution for your game. Even if there are devices " "that go up to 1440p and devices that go down to 400p, regular hardware " @@ -763,22 +792,21 @@ msgid "" "the more memory they will take and the longer the time it will take for " "loading." msgstr "" -"Vyberte si jediné základní rozlišení pro vaši hru. I když existují zařízení, " -"která mají až 2K a zařízení, která jenom na 400p, bude se o to starat " -"pravidelné škálování hardwaru ve vašem zařízení s malými nebo žádnými " -"požadavky na výkon. Nejběžnější volby jsou buď blízko 1080p (1920x1080) nebo " -"720p (1280x720). Mějte na paměti, že čím vyšší rozlišení, tím větší je vaše " -"zdroje, tím více paměti zaberou a déle bude trvat jejich načítání." +"Vyberte si jedno základní rozlišení pro vaši hru. I když existují zařízení, " +"která mají až 1440p a zařízení, která jenom na 400p, o toto se postará " +"pravidelné hardwarové škálování ve vašem zařízení s minimálními nebo žádnými " +"požadavky na výkon. Nejběžnější volby jsou buď 1080p (1920x1080) nebo 720p " +"(1280x720). Mějte na paměti, že čím vyšší rozlišení, tím větší jsou potřebné " +"doplňky a tím více paměti zaberou a déle bude trvat jejich načítání." -#, fuzzy msgid "" "Use the stretch options in Godot; canvas items stretching while keeping " "aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial " "on how to achieve this." msgstr "" -"Použijte možnosti roztažení v Godot; 2D roztažení při zachování poměru stran " -"funguje nejlépe. Podívejte se na návod :ref:`doc_multiple_resolutions` , jak " -"toho dosáhnout." +"Použijte různé možnosti roztažení v Godot; 2D roztažení při zachování poměru " +"stran funguje nejlépe. Podívejte se na návod :ref:" +"`doc_multiple_resolutions` , jak toho dosáhnout." msgid "" "Determine a minimum resolution and then decide if you want your game to " @@ -786,62 +814,66 @@ msgid "" "is one aspect ratio and you want black bars to appear instead. This is also " "explained in :ref:`doc_multiple_resolutions`." msgstr "" -"Určete minimální rozlišení a poté se rozhodněte, zda chcete, aby se vaše hra " -"natahovala svisle nebo vodorovně pro různé poměry stran, nebo zda existuje " -"jeden poměr stran a chcete, aby se místo toho zobrazovaly černé pruhy. To je " -"také vysvětleno v :ref:`doc_multiple_resolutions` ." +"Určete minimální rozlišení a poté se rozhodněte, zda chcete, aby byla vaše " +"hra roztažená svisle nebo vodorovně pro různé poměry stran nebo zda existuje " +"jediný poměr stran a chcete, aby se místo toho zobrazovaly černé pruhy. To " +"je také vysvětleno v :ref:`doc_multiple_resolutions`." msgid "" "For user interfaces, use the :ref:`anchoring ` to " "determine where controls should stay and move. If UIs are more complex, " "consider learning about Containers." msgstr "" -"U uživatelských rozhraní použijte :ref:`kotvení `, " -"abyste určili, kde by měly ovládací prvky zůstat a kam by se měly případně " -"pohybovat. Pokud jsou uživatelská rozhraní komplexnější, zvažte poučení o " +"U uživatelských rozhraní použijte :ref:`ukotvení `, k " +"určení, kde by měly ovládací prvky zůstat a kam by se měly případně " +"pohybovat. Pokud jsou uživatelská rozhraní komplexnější, zjistěte si více o " "kontejnerech." msgid "And that's it! Your game should work in multiple resolutions." msgstr "A to je vše! Vaše hra by měla fungovat ve více rozlišeních." msgid "When is the next release of Godot out?" -msgstr "Kdy vyjde další verze Godota?" +msgstr "Kdy vyjde další verze Godot?" msgid "" "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " "more information." msgstr "" -"Až bude připraven! Viz :ref:`doc_release_policy_when_is_next_release_out` " +"Až bude připravena! Čtěte :ref:`doc_release_policy_when_is_next_release_out` " "pro více informací." -#, fuzzy msgid "Which Godot version should I use for a new project?" -msgstr "Spusťte Godot a vytvořte nový projekt." +msgstr "Kterou verzi Godot mám použít pro nový projekt?" msgid "" "We recommend using Godot 4.x for new projects, but depending on the feature " "set you need, it may be better to use 3.x instead. See :ref:" "`doc_release_policy_which_version_should_i_use` for more information." msgstr "" +"Doporučujeme pro nové projekty použít Godot 4.x, ale záleží na doplňcích " +"které použijete. Nekdy proto může být lepší využít verzi 3.x. Čtěte :ref:" +"`doc_release_policy_which_version_should_i_use` pro více informací." msgid "Should I upgrade my project to use new Godot versions?" -msgstr "" +msgstr "Můžu aktualizovat projekt aby využíval novou novější verzi Godot?" msgid "" "Some new versions are safer to upgrade to than others. In general, whether " "you should upgrade depends on your project's circumstances. See :ref:" "`doc_release_policy_should_i_upgrade_my_project` for more information." msgstr "" +"Některé nové verze jsou bezpečnější pro provedení upgradu než jiné. Záleží " +"na okolnostech vašeho projektu, zda by jste měli provést upgrade. Čtěte :ref:" +"` doc_release_policy_should_i_upgrade_my_project` pro více informací." msgid "I would like to contribute! How can I get started?" msgstr "Chtěl bych přispět! Jak mohu začít?" -#, fuzzy msgid "" "Awesome! As an open source project, Godot thrives off of the innovation and " "the ambition of developers like you." msgstr "" -"Skvělý! Jako open-source projekt Godot vzkvétá díky inovacím a ambicím " +"Skvělé! Jako open-source projekt, Godot vzkvétá díky inovacím a ambicím " "vývojářů, jako jste vy." msgid "" @@ -852,6 +884,12 @@ msgid "" "issues you find in the `online documentation `_." msgstr "" +"Nejlepším způsobem jak přispět je Godot používat a nahlásit jakékoliv " +"`problémy `_ které " +"zaregistrujete. Kvalitní report o problému se srozumitelným postupem jak " +"chybu zopakovat pomáhá vaším spolupřispěvatelům opravit problém rychle a " +"efektivně. Můžete také nahlásit chybí, kterou naleznete v `online " +"dokumentaci `_." msgid "" "If you feel ready to submit your first PR, pick any issue that resonates " @@ -860,15 +898,23 @@ msgid "" "the documentation. You also need to get familiar with Git, a version control " "system that Godot developers use." msgstr "" +"Pokud jste připraveni předložit první příspěvek, vyberte si problém který " +"vás trápí v jednom z výše uvedených odkazů a zkuste ho vyřešit. Budete se " +"muset naučit jak sestavit engine ze zdrojů nebo jak vytvořit dokumentaci. " +"Také by jste měli být obeznámeni s Git, verzovacim nástrojem který vývojáři " +"Godot používají." msgid "" "We explain how to work with the engine source, how to edit the " "documentation, and what other ways to contribute are there in our :ref:" "`documentation for contributors `." msgstr "" +"Jak pracovat s enginem, jak upravovat dokumentaci a také jaké další možnosti " +"přispívat máte vysvětlujeme v :ref:`dokumentaci pro přispěvatele " +"`." msgid "I have a great idea for Godot. How can I share it?" -msgstr "Mám skvělý nápad pro Godota. Jak se o něj mohu podělit?" +msgstr "Mám skvělý nápad pro Godot. Jak se o něj mohu podělit?" msgid "" "We are always looking for suggestions about how to improve the engine. User " @@ -876,6 +922,10 @@ msgid "" "limitations that you might face while working on your project are a great " "data point for us when considering engine enhancements." msgstr "" +"Stále hledáme nové nápady jak engine vylepšit. Zpětná vazba je hlavní hybnou " +"silou našich rozhodnutí a omezení kterým můžete čelit při práci na vašem " +"projektu jsou skvělé ukazatelem nás, když se rozhodujeme o vylepšeních " +"enginu." msgid "" "If you experience a usability problem or are missing a feature in the " @@ -885,6 +935,11 @@ msgid "" "you can learn if other users experience the same issue, and figure out a " "good solution together." msgstr "" +"Pokud zaznamenáte potíže s užíváním enginu nebo vám schází funkce v současné " +"verzi Godot, zkuste to prodiskutovat s naší `komunitou `_. Můžete zde nalézt jiný, možná i lepší postup navrhnutý " +"členy komunity, který povede k dosažení požadovaného výsledku. A můžete se " +"dozvědět, zda jiní uživatele mají stejný problém a najít pak řešení společně." msgid "" "If you come up with a well-defined idea for the engine, feel free to open a " @@ -894,6 +949,11 @@ msgid "" "required, but if you want to implement it yourself, that's always " "appreciated!" msgstr "" +"Pokud budete mit dobře nadefinovaný nápad pro engine, podělte se o něj s " +"námi otevřením `návrhu řešení `_. Budte detailní a podrobně popište váš problém a vámi " +"navrhované řešení - jen realizovatelné návrhy mohou být posuzovány. Není to " +"podmínka, ale pokud bude chtít nápad implementovat sami, budeme velmi rádi!" msgid "" "If you only have a general idea without specific details, you can open a " @@ -902,12 +962,19 @@ msgid "" "discussion in search of a solution. Once you find one, a proposal issue can " "be opened." msgstr "" +"Pokud máte všeobecný nápad bez specifických detailu, můžete otevřít `diskuzi " +"o návrhu `_. Ty " +"mohou být o čemkoliv a dovoluji volnou diskuzi při hledání řešení. Jakmile " +"se řešení nalezne, může být otevřeno řešení návrhu(issue)." msgid "" "Please, read the `readme `_ document before creating a proposal to learn more " "about the process." msgstr "" +"Prosím přečtěte si `readme `_ dříve než vložíte nový návrh aby jste zjistili vše " +"o tomto procesu." msgid "Is it possible to use Godot to create non-game applications?" msgstr "Je možné použít Godot k vytváření jiných než herních aplikací?" @@ -926,9 +993,9 @@ msgid "" "processor mode ` in the Project Settings to decrease CPU and GPU usage." msgstr "" -"Při vytváření neherní aplikace nezapomeňte v nastavení projektu povolit :ref:" -"`low-processor mode `, abyste snížili využití CPU a GPU." +"Při vytváření neherní aplikace nezapomeňte povolit :ref:`low-processor mode " +"`v " +"nastavení projektu, abyste snížili využití CPU a GPU." msgid "" "Check out `Material Maker `__ " @@ -938,10 +1005,10 @@ msgstr "" "Podívejte se na `Material Maker `__ a `Pixelorama `__, kde najdete příklady open source aplikací vytvořených pomocí " -"Godotu." +"Godot." msgid "Is it possible to use Godot as a library?" -msgstr "Je možné Godot použít jako knihovnu?" +msgstr "Je možné použít Godot jako knihovnu?" msgid "" "Godot is meant to be used with its editor. We recommend you give it a try, " @@ -950,9 +1017,9 @@ msgid "" "convoluted and difficult to use for casual users." msgstr "" "Godot je určen k použití s jeho editorem. Doporučujeme vám to vyzkoušet, " -"protože to s největší pravděpodobností ušetří čas v dlouhodobém horizontu. " +"protože vám s největší pravděpodobností v dlouhodobém horizontu ušetří čas. " "Neexistují žádné plány na to, aby byl Godot použitelný jako knihovna, " -"protože by to zvyšovalo spletitost a obtížnost použití zbytku enginupro " +"protože by se tím zvyšovala spletitost a obtížnost zbytku enginu pro " "příležitostné uživatele." msgid "" @@ -963,8 +1030,8 @@ msgid "" msgstr "" "Pokud chcete použít vykreslovací knihovnu, prozkoumejte místo toho použití " "zavedeného vykreslovacího enginu. Mějte na paměti, že vykreslovací enginy " -"mají obvykle menší komunity ve srovnání s Godotem. To ztěžuje nalezení " -"odpovědí na vaše otázky." +"mají obvykle menší komunitní základny ve srovnání s Godotem. To poté ztěžuje " +"nalezení odpovědí na vaše otázky." msgid "What user interface toolkit does Godot use?" msgstr "Jaký toolkit uživatelského rozhraní Godot používá?" @@ -982,7 +1049,7 @@ msgstr "" "nástrojů uživatelského rozhraní vykreslovanou pomocí OpenGL ES nebo Vulkan. " "Tato sada nástrojů je vystavena ve formě uzlů Control, které se používají k " "vykreslování editoru (který je napsán v jazyce C++). Tyto uzly Control lze " -"také použít v projektech z libovolného skriptovacího jazyka podporovaného " +"také použít v projektech v libovolném skriptovacím azyce podporovaného " "systémem Godot." msgid "" @@ -992,12 +1059,12 @@ msgid "" "Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " "itself is one of the most complex users of Godot's UI system." msgstr "" -"Tato vlastní sada nástrojů umožňuje využívat hardwarovou akceleraci a mít " +"Tato vlastní sada nástrojů umožňuje těžit z hardwarové akceleraci a mít " "konzistentní vzhled na všech platformách. Kromě toho se nemusí potýkat s " "licenčními výhradami LGPL, které jsou spojeny s GTK nebo Qt. V neposlední " "řadě to znamená, že Godot \"žere vlastní psí žrádlo\", protože samotný " -"editor je jedním z nejsložitějších uživatelů systému uživatelského rozhraní " -"Godot." +"editor je jedním z nejsložitějších uživatelkých systémů uživatelského " +"rozhraní Godot." msgid "" "This custom UI toolkit :ref:`can't be used as a library " @@ -1009,20 +1076,24 @@ msgstr "" "Godot k vytváření neherních aplikací pomocí editoru " "`." -#, fuzzy msgid "Why does Godot use the SCons build system?" -msgstr "Proč Godot nepoužívá výjimky?" +msgstr "Proč Godot používá sestavovací systém Scons?" msgid "" "Godot uses the `SCons `__ build system. There are no " "plans to switch to a different build system in the near future. There are " "many reasons why we have chosen SCons over other alternatives. For example:" msgstr "" +"Godot používá sestavovací program `Scons `__. V " +"blízké budoucnosti se neplánuje přechod na jiný sestavovací systém. Je mnoho " +"důvodů proč jsme si vybrali Scons mezi různými alternativní. Například:" msgid "" "Godot can be compiled for a dozen different platforms: all PC platforms, all " "mobile platforms, many consoles, and WebAssembly." msgstr "" +"Godot může být sestaven pro desítky různých platforem: všechny PC platformy, " +"všechny mobilní platformy, mnoho konzolých a WebAssembly." msgid "" "Developers often need to compile for several of the platforms **at the same " @@ -1030,11 +1101,17 @@ msgid "" "reconfiguring and rebuilding the project each time. SCons can do this with " "no sweat, without breaking the builds." msgstr "" +"Vývojáři casto potřebuji provest sestavení pro různé platformy **najednou** " +"nebo dokonce různé zacílení té same platformy. Nemohou si dovolit pokaždé " +"rekonfigurovat a přestavět projekt. Scons se u toho ani nezapotí a nezničí " +"při tom sestavení." msgid "" "SCons will *never* break a build no matter how many changes, configurations, " "additions, removals etc." msgstr "" +"Scon **nikdy** nepřeruší sestavování bez ohledu na provedené změn, " +"konfiguracie, přídavky, odstranění atd." msgid "" "Godot's build process is not simple. Several files are generated by code " @@ -1044,36 +1121,47 @@ msgid "" "(like Python) rather than using a mostly macro-based language only meant for " "building." msgstr "" +"Sestavovací proces v Godot není snadný. Několik souborů je generováno kódem " +"(binders), jiné jsou parsovsné (stíny) a ostatní potřebují upravitelné (:ref:" +"` moduly`). To vše vyžaduje komplexní logiku, " +"kterou je snazší napsat v aktuálním programovacím jazyce (jako Python), než-" +"li použít nejznámější makro jazyky jen kvůli sestavení." +#, fuzzy msgid "" -"Godot build process makes heavy use of cross-compiling tools. Each platform " -"has a specific detection process, and all these must be handled as specific " -"cases with special code written for each." +"Godot's build process makes heavy use of cross-compiling tools. Each " +"platform has a specific detection process, and all these must be handled as " +"specific cases with special code written for each." msgstr "" +"Sestavovací proces Godot silné využívá nástroje pro křížovou kompilaci. " +"Každá platforma má své specifické detekční procesy a všechny tytovprocesy " +"musí být řešeny jako specifické případy se speciálním kódem napsaným pro " +"každý z nich." msgid "" "Please try to keep an open mind and get at least a little familiar with " "SCons if you are planning to build Godot yourself." msgstr "" +"Pokuste se mít otevřenou mysl a zkuste se alespoň trochu seznámit s Scons " +"pokud plánujete sestavit si Godot sami." msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Proč Godot nepoužívá STL (Standard Template Library)?" -#, fuzzy msgid "" "Like many other libraries (Qt as an example), Godot does not make use of STL " "(with a few exceptions such as threading primitives). We believe STL is a " "great general-purpose library, but we had special requirements for Godot." msgstr "" -"Stejně jako mnoho jiných knihoven (Qt jako příklad), Godot nevyužívá STL. " -"Věříme, že STL je skvělá univerzální knihovna, ale pro Godota jsme měli " -"specifické požadavky." +"Stejně jako mnoho jiných knihoven (Qt jako příklad), Godot nevyužívá STL (až " +"na pár vyjímek jako třeba threading primitives). Věříme, že STL je skvělá " +"univerzální knihovna, ale pro Godot jsme měli specifické požadavky." msgid "" "STL templates create very large symbols, which results in huge debug " "binaries. We use few templates with very short names instead." msgstr "" -"Šablony STL vytvářejí velmi rozsáhlé symboly, jejichž výsledkem jsou " +"Šablony STL vytvářejí velmi rozsáhlé symboly, které ve výsledku mají " "obrovské debugovací binární soubory. Místo toho používáme několik šablon s " "velmi krátkými jmény." @@ -1084,8 +1172,8 @@ msgid "" "designed to integrate seamlessly with internal engine types." msgstr "" "Většina našich kontejnerů vyhovuje zvláštním potřebám, jako je Vector, který " -"využívá kopii při zápisu a které používáme k předávání dat, nebo systému " -"RID, který vyžaduje pro výkon (O1) přístupový čas. Naše implementace hash " +"používá kopii při zápisu a které pak používáme k předávání dat nebo systému " +"RID, který vyžaduje pro výkon O(1) přístupový čas. Naše implementace hash " "map jsou také navrženy tak, aby hladce spolupracovaly s interními typy " "enginu." @@ -1112,7 +1200,7 @@ msgstr "" "prostý a postrádá náležitou podporu internacionalizace." msgid "Why does Godot not use exceptions?" -msgstr "Proč Godot nepoužívá výjimky?" +msgstr "Proč Godot nevyužívá výjimky?" msgid "" "We believe games should not crash, no matter what. If an unexpected " @@ -1120,19 +1208,20 @@ msgid "" "script), but then it will try to recover as gracefully as possible and keep " "going." msgstr "" -"Věříme, že hry by se neměly zhroutit ať už je důvod jakýkoliv. Pokud dojde k " +"Věříme, že hry by se neměly padat, ať už je důvod jakýkoliv. Pokud dojde k " "neočekávané situaci, Godot oznámí chybu (kterou lze vysledovat i ke " "skriptu), ale pak se pokusí co možná nejelegantněji vzpamatovat a pokračovat " -"v krasojízdě." +"v v běhu programu." -#, fuzzy msgid "" "Additionally, exceptions significantly increase the binary size for the " "executable and result in increased compile times." -msgstr "Výjimky navíc výrazně zvyšují celkovou velikost spustitelného souboru." +msgstr "" +"Výjimky navíc výrazně zvyšují celkovou velikost spustitelného soubor a vedou " +"ke zvýšenému času k sestavení produktu." msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "" +msgstr "Používá Godot ECS (Entity Component System)?" msgid "" "Godot does **not** use an ECS and relies on inheritance instead. While there " @@ -1140,6 +1229,10 @@ msgid "" "approach resulted in better usability while still being fast enough for most " "use cases." msgstr "" +"Godot **nepoužívá** ECS a namísto toho se spoléhá na dědičnost. I když " +"neexistuje žádný univerzální přístup, zjistili jsme, že využití přístupu " +"založeného na dědičnosti vede ve většině případů k lepší použitelnosti při " +"zachování rychlosti." msgid "" "That said, nothing prevents you from making use of composition in your " @@ -1147,27 +1240,28 @@ msgid "" "then be added and removed at run-time to dynamically add and remove " "behaviors." msgstr "" +"Nic vám nebrání vytvořit si sestavu ve svém projektu vytvořením podřízených " +"uzlů s individuálními skripty. Tyto uzly pak mohou být přidávány a mazány za " +"běhu programu k přidání nebo odebrání dynamického chovani." msgid "" "More information about Godot's design choices can be found in `this article " "`__." msgstr "" +"Více o designových volbách Godot lze nalézt v `tomto článku `__." -#, fuzzy msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?" msgstr "" -"Proč Godot nenutí uživatele implementovat DoD (Data orientovaný design)?" +"Proč Godot nenutí uživatele implementovat DOD (Datově-Orientovaný Design)?" -#, fuzzy msgid "" "While Godot internally attempts to use cache coherency as much as possible, " "we believe users don't need to be forced to use DOD practices." msgstr "" -"Zatímco Godot interně pro mnoho náročných úkolů se snaží co nejlépe využít " -"koherenci mezipaměti, věříme, že většina uživatelů skutečně nepotřebuje být " -"nucena využívat postupy DoD." +"Zatímco sebGodot interně snaží co nejlépe využít koherenci mezipaměti, " +"věříme, že uživatelé nepotřebují být nuceni využívat postupy DOD." -#, fuzzy msgid "" "DOD is mostly a cache coherency optimization that can only provide " "significant performance improvements when dealing with dozens of thousands " @@ -1176,37 +1270,37 @@ msgid "" "result in a meaningful improvement in performance. In such a case, you " "should consider a different approach to optimization." msgstr "" -"DoD je spočívá převážně v optimalizaci koherence mezipaměti, která vám může " -"přinést pouze významné zvětšení výkonu při práci s velkými desítkami tisíc " -"objektů (při zpracování v každém snímku s malou úpravou). V případě, že " -"pohybujete několika stovkami skřítků nebo nepřátel za snímek, DoD vám tedy " -"stějně nepomůže a měli byste zvážit jiný přístup k optimalizaci." +"DOD spočívá převážně v optimalizaci soudržnost mezipaměti, která vám může " +"přinést pouze částečné zvýšení výkonu při práci s desítkami tisíc objektů, " +"které mají při zpracování v každém snímku malou úpravu. V případě, že " +"pohybujete několika stovkami spritů nebo nepřátel za snímek, DoD vám tady " +"stějně nepomůže zlepšit výkon. V takovém případě byste měli zvážit jiný " +"přístup k optimalizaci." msgid "" "The vast majority of games do not need this and Godot provides handy helpers " "to do the job for most cases when you do." msgstr "" -"Drtivá většina her totp nepotřebuje a Godot poskytuje šikovné pomocníky, " -"kteří si se ctí poradí ve většině případů, které budete potřebovat." +"Drtivá většina her toto nepotřebuje a Godot poskytuje šikovné pomocníky, " +"kteří toto ve většině případů zařídí." -#, fuzzy msgid "" "If a game needs to process such a large amount of objects, our " "recommendation is to use C++ and GDExtensions for performance-heavy tasks " "and GDScript (or C#) for the rest of the game." msgstr "" -"Pokud hra kutečně potřebuje zpracovat tak velké množství objektů, " -"doporučujeme použít C ++ a GDNative pro části s požadavkem na vysoký výkon a " -"GDScript (nebo C #) pro zbytek hry." +"Pokud hra skutečně potřebuje zpracovat tak velké množství objektů, " +"doporučujeme použít C ++ a GDExtensions pro úkoly s vysokým požadavkem na " +"výkon a GDScript (nebo C #) pro zbytek hry." msgid "How can I support Godot development or contribute?" -msgstr "Jak mohu podpořit Godotův rozvoj nebo přispět?" +msgstr "Jak mohu podpořit rozvoj Godot nebo přispět?" msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Viz :ref:`doc_ways_to_contribute`." +msgstr "Čtěte :ref:`doc_ways_to_contribute`." msgid "Who is working on Godot? How can I contact you?" -msgstr "Kdo pracuje na Godotovi? Jak vás mohu kontaktovat?" +msgstr "Kdo pracuje na Godot? Jak vás mohu kontaktovat?" msgid "" "See the corresponding page on the `Godot website \n" "Language-Team: LANGUAGE \n" @@ -20,67 +20,64 @@ msgstr "" msgid "Introduction" msgstr "Úvod" -#, fuzzy msgid "" "Welcome to the official documentation of **Godot Engine**, the free and open " "source community-driven 2D and 3D game engine! Behind this mouthful, you " "will find a powerful yet user-friendly tool that you can use to develop any " "kind of game, for any platform and with no usage restriction whatsoever." msgstr "" -"Vítejte v oficiální dokumentaci Godot Engine, svobodném a open-source, " +"Vítejte v oficiální dokumentaci **Enginu Godot**, svobodném a open-source, " "komunitou řízeném, 2D a 3D herním enginu! Za tímto textem objevíte mocný, " "ale uživatelsky přívětivý nástroj, jež můžete použít k vývoji kterékoliv " "hry, pro jakoukoliv platformu bez zbytečných omezení." -#, fuzzy msgid "" "This page gives a broad overview of the engine and of this documentation, so " "that you know where to start if you are a beginner or where to look if you " "need information on a specific feature." msgstr "" -"Tato stránka se zaměřuje na širší prezentaci enginu a na obsah této " -"dokumentace, abyste věděli kde začít pokud jste začátečník, nebo kam se " -"podívat, pokud potřebujete informace o konkrétní funkci." +"Tato stránka se zaměřuje na širší prezentaci enginu a této dokumentace, " +"abyste věděli kde začít pokud jste začátečník nebo kam se podívat, pokud " +"potřebujete informace o konkrétní funkci." msgid "Before you start" msgstr "Předtím než začnete" -#, fuzzy msgid "" "The :ref:`Tutorials and resources ` page lists " "video tutorials contributed by the community. If you prefer video to text, " "consider checking them out. Otherwise, :ref:`Getting Started " "` is a great starting point." msgstr "" -"Stránka :ref:`Tutoriály a zdroje ` obsahuje video " -"tutoriály vytvořené členy komunity. Preferujete-li právě video tutoriály " -"namísto psaných, mohlo by stát za to se podívat právě tam." +"Stránka :ref:`Návody a zdroje ` obsahuje video " +"návody vytvořené členy komunity. Preferujete-li video tutoriály namísto " +"psaných, zvažte jejich vyzkoušení. Jinak, :ref:`Začínáme " +"` je dobrý startovní bod." #, fuzzy msgid "" "In case you have trouble with one of the tutorials or your project, you can " "find help on the various :ref:`Community channels `, " -"especially the Godot `Discord`_ community and `Q&A `_." +"especially the Godot `Discord`_ community and `Forum `_." msgstr "" -"V případě, že máte problémy s nějakým tutoriálem nebo přímo s vaším " -"projektem, najdete nápovědu na různých :ref:`Komunitních kanálech " -"`, zejména v komunitě Godot Discord, Q&A a IRC." +"V případě, že máte problémy s některým z návodů nebo přímo s vaším " +"projektem, můžete najít nápovědu na různých :ref:`Komunitních kanálech " +"`, zejména v Godot `Discord`_ komunitě a `Q&A " +"`_." msgid "About Godot Engine" msgstr "O Godot Engine" -#, fuzzy msgid "" "A game engine is a complex tool and difficult to present in a few words. " "Here's a quick synopsis, which you are free to reuse if you need a quick " "write-up about Godot Engine:" msgstr "" -"Herní engine je komplexní nástroj, a proto je těžké představit Godot pár " -"slovy. Zde je krátký přehled, který můžete volně použít , potřebujete-li " -"rychlý zápis o Godot Engine." +"Herní engine je komplexní nástroj, a proto je těžké představit jej pár " +"slovy. Zde je krátký přehled, který můžete volně použít, chcete-li rychle " +"popsat Godot Engine:" -#, fuzzy msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " "and 3D games from a unified interface. It provides a comprehensive set of " @@ -90,13 +87,12 @@ msgid "" "mobile platforms (Android, iOS), as well as Web-based platforms and consoles." msgstr "" "Godot Engine je mutiplatformní herní engine plný nástrojů pro tvorbu 2D a 3D " -"her v jednotném prostředí. Obsahuje rozsáhlý balíček nástrojů, díky kterému " -"se uživatel může soustředit na tvorbu her bez zbytečných věcí okolo. Hry lze " -"exportovat jedním kliknutím na spoustu různých platforem, obsahující hlavní " -"desktopové platformy (Linux, macOS, Windows), stejně jako mobilní (Android, " -"iOS) a webové (HTML5) platformy." +"her v jednotném prostředí. Obsahuje komplexní balíček běžných nástrojů, díky " +"kterému se uživatel může soustředit na tvorbu her bez nutnosti vytvářet vše " +"od začátku. Hry lze exportovat jedním kliknutím na spoustu různých " +"platforem, obsahující hlavní desktopové platformy (Linux, macOS, Windows), " +"mobilní (Android, iOS), stejně jako webové (HTML5) platformy a konzole." -#, fuzzy msgid "" "Godot is completely free and open source under the :ref:`permissive MIT " "license `. No strings attached, no royalties, " @@ -106,48 +102,44 @@ msgid "" "supported by the `Godot Foundation `_ not-for-" "profit." msgstr "" -"Godot je zcela zdarma a open source engine, který spadá pod permisivní MIT " -"licenci. Žádné háčky, bez poplatků, nic. Hry patří těm co je vytvořili, a to " -"včetně každého řádku kódu enginu. Vývoj Godot Enginu je plně nezávislý a " -"komunitou řízený. Dává uživatelům možnost upravit si engine tak, aby splnil " -"všechna jejich očekávání. Je podporován organizací `Software Freedom " -"Conservancy `_ not-for-profit." +"Godot je zcela zdarma a open source engine, který spadá pod :ref:` svobodnou " +"MIT licenci `. Bez závazků, žádné poplatky, " +"nic. Hry patří těm co je vytvořili až po poslední řádku zdrojového kódu. " +"Vývoj Godot Enginu je plně nezávislý a komunitně řízený, dávající uživatelům " +"možnost upravit si engine tak, aby splnil jejich očekávání. Je podporován " +"organizací `Godot Foundation `_ bezúplatně." msgid "Organization of the documentation" -msgstr "Organizace této dokumentace" +msgstr "Uspořádání této dokumentace" msgid "This documentation is organized into several sections:" -msgstr "Tato dokumentace je organizovaná do několika sekcí:" +msgstr "Tato dokumentace je uspořádána do několika sekcí:" -#, fuzzy msgid "" "**About** contains this introduction as well as information about the " "engine, its history, its licensing, authors, etc. It also contains the :ref:" "`doc_faq`." msgstr "" -"Sekce :ref:`sec-general` obsahuje tento úvod, stejně jako informace o " -"engine, jeho historii, jeho licencích, autorech atd. Dále obsahuje také :ref:" -"`doc_faq`." +"**O Aplikaci** obsahuje tento úvod a také informace o enginu, jeho historii, " +"jeho licencích, autorech atd. Dále obsahuje také :ref:`doc_faq`." -#, fuzzy msgid "" "**Getting Started** contains all necessary information on using the engine " "to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " "**This is the best place to start if you're new!**" msgstr "" -"Sekce :ref:`sec-learn` je *raison d'être* této dokumentace, protože obsahuje " -"všechny potřebné informace o použití engine k výrobě her. Začíná tutoriálem :" -"ref:`Krok za krokem ` , který by měl být vstupním " -"bodem pro všechny nové uživatele." +"**Začínáme** obsahuje všechny pořebné informace o použití enginu kw tvorbě " +"her. Začíná manuálem :ref:`Krok za krokem ` , který " +"by měl být vstupním bodem pro všechny nové uživatele. **Toto je nejlepší " +"místo ke startu pokud jste tu nově!**" -#, fuzzy msgid "" "The **Manual** can be read or referenced as needed, in any order. It " "contains feature-specific tutorials and documentation." msgstr "" -"Sekci :ref:`sec-tutorials` lze číst podle potřeby v libovolném pořadí. " -"Obsahuje návody, specifické pro jednotlivé funkce, a dokumentaci." +"**Manuály** lze číst podle potřeby v libovolném pořadí. Obsahuje návody, " +"specifické pro jednotlivé funkce a dokumentaci." msgid "" "**Contributing** gives information related to contributing to Godot, whether " @@ -156,39 +148,42 @@ msgid "" "sections intended for advanced users and contributors, with information on " "compiling the engine, contributing to the editor, or developing C++ modules." msgstr "" +"**Přispějte** poskytuje informace související s přispíváním do Godotu, ať už " +"do jádra enginu, dokumentace, ukázek nebo jiných částí. Popisuje, jak " +"nahlašovat chyby, jak jsou organizovány pracovní postupy přispěvatelů, atd. " +"Obsahuje také sekce určené pro pokročilé uživatele a přispěvatele s " +"informacemi o kompilaci enginu, přispívání do editoru nebo vývoji modulů C++." -#, fuzzy msgid "" "**Community** is dedicated to the life of Godot's community. It points to " "various community channels like the `Godot Contributors Chat `_ and `Discord`_ and contains a list of recommended third-" "party tutorials and materials outside of this documentation." msgstr "" -":ref:`sec-community` sekce poskytuje informace, týkající se přispívání na " -"vývoj engine a ohledně jeho komunity. Jak nahlašovat bugy, pomoc s " -"dokumentací atd. Také odkazuje na růzé komunikační kanály, umožňující " -"spojení s komunitou, jako je IRC a Discord. Na těchto kanálech je možné " -"najít také seznam doporučených zdrojů, vytvořených třetí stranou, které " -"nejsou součástí dokumentace." +"Sekce **Komunita** je věnována životu komunity enginu Godot. Odkazuje na " +"různé komunitní kanály jako `Godot Contributors Chat ` _, `Discord` _ a také obsahuje seznam doporučených návodů " +"a materiálů třeítch stran, které jsou mimo tuto dokumentaci." msgid "" "Finally, the **Class reference** documents the full Godot API, also " "available directly within the engine's script editor. You can find " "information on all classes, functions, signals and so on here." msgstr "" +"Nakonec, **Dokumentace tříd** dokumentuje kompletní API rozhraní Godot, " +"které je také přímo dostupné v editoru skriptů v enginu. Zde najdete " +"informace o všech třídách, funkcích, signálech a podobně." -#, fuzzy msgid "" "In addition to this documentation, you may also want to take a look at the " "various `Godot demo projects `_." msgstr "" -"Kromě této dokumentace se můžete také podívat na různé `Godot demo projekty " -"`_ ." +"Kromě této dokumentace se také můžete podívat na různé `Godot demo projekty " +"`_." -#, fuzzy msgid "About this documentation" -msgstr "O dokumentaci" +msgstr "O této dokumentaci" msgid "" "Members of the Godot Engine community continuously write, correct, edit, and " @@ -200,17 +195,25 @@ msgid "" "`Documentation team `_ on " "`Godot Contributors Chat `_." msgstr "" +"Členové komunity Godot Engine tuto dokumentaci neustále píší, opravují, " +"upravují a vylepšují. Stále hledáme další pomoc. Můžete také přispět " +"vytvořením Github příspěvků (Issue) nebo překladem dokumentace do vašeho " +"jazyka. Pokud máte zájem pomoci, podívejte se na :ref:`Jak přispět " +"` a :ref:`Psaní dokuemntace " +"`, nebo se obraťte na `Tým " +"dokumentaristů `_ na `Godot " +"Contributors Chat `_." -#, fuzzy msgid "" "All documentation content is licensed under the permissive Creative Commons " "Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " "Godot Engine community*\" unless otherwise noted." msgstr "" -"Veškerý obsah je pod tolerantní licencí Creative Commons Attribution 3.0 " +"Veškerý obsah je chráněn svobodnou licencí Creative Commons Attribution 3.0 " "( `CC-BY 3.0 `_ ) s přiřazením " -"k \"Juan Linietsky, Ariel Manzur a komunitě Godot Engine\"." +"k \"Juan Linietsky, Ariel Manzur a komunitě Godot Engine\", pokud není jinak " +"dáno." msgid "*Have fun reading and making games with Godot Engine!*" msgstr "*Bavte se čtením a tvorbou her v Godot Enginu!*" diff --git a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po index 67761073a3..e4da3f1daa 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,39 +18,43 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "List of features" -msgstr "Seznam vlastností" +msgstr "Seznam funkcí" -#, fuzzy msgid "This page aims to list **all** features currently supported by Godot." msgstr "" -"Tato stránka si klade za cíl vypsat všechny funkce, které Godot v současné " -"době podporuje." +"Tato stránka si klade za cíl sepsat **všechny** funkce, které Godot v " +"současné době podporuje." -#, fuzzy msgid "" "This page lists features supported by the current stable version of Godot. " "Some of these features may not be available in the `LTS release series (3.x) " "`__." msgstr "" -"Na této stránce jsou uvedeny funkce podporované aktuální stabilní verzí " -"Godota (3.4). `Další funkce `_ jsou k dispozici v nejnovější vývojové verzi (4.0)." +"Na této stránce jsou uvedeny funkce podporované aktuální stable verzí Godot. " +"Některé funkce nemusí být k dispozici v `vydání LTS `_." msgid "Platforms" msgstr "Platformy" +msgid "" +"See :ref:`doc_system_requirements` for hardware and software version " +"requirements." +msgstr "" + msgid "**Can run both the editor and exported projects:**" -msgstr "**Může spouštět jak editor, tak exportované projekty:**" - -msgid "Windows 7 and later (64-bit and 32-bit)." -msgstr "Windows 7 a novější (64bitový a 32bitový)." - -msgid "macOS 10.12 and later (64-bit, x86 and ARM)." -msgstr "macOS 10.12 a novější (64-bit, x86 a ARM)." +msgstr "**Dokáží spustit jak editor, tak exportované projekty:**" #, fuzzy -msgid "Linux (64-bit, x86 and ARM)." -msgstr "Linux (64bitový a 32bitový, x86 a ARM)." +msgid "Windows (x86, 64-bit and 32-bit)." +msgstr "Windows 7 a novější (64bitový a 32bitový)." + +msgid "macOS (x86 and ARM, 64-bit only)." +msgstr "" + +#, fuzzy +msgid "Linux (x86 and ARM, 64-bit and 32-bit)." +msgstr "Windows 7 a novější (64bitový a 32bitový)." msgid "" "Binaries are statically linked and can run on any distribution if compiled " @@ -59,37 +63,39 @@ msgstr "" "Binární soubory jsou staticky propojeny a mohou být spuštěny na jakékoli " "distribuci, pokud jsou kompilovány na dostatečně staré základní distribuci." -msgid "Official binaries are compiled on Ubuntu 14.04." -msgstr "Oficiální binární soubory jsou kompilovány na Ubuntu 14.04." - -msgid "32-bit binaries can be compiled from source." +msgid "" +"Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " +"common Linux distributions (including LTS variants)." msgstr "" -msgid "Android 6.0 and later (editor support is experimental)." -msgstr "" +#, fuzzy +msgid "Android (editor support is experimental)." +msgstr "Android 6.0 nebo novější (podpora editoru je ve experimentální)." msgid "" ":ref:`Web browsers `. Experimental in 4.0, using " "Godot 3.x is recommended instead when targeting HTML5." msgstr "" +":ref: `Webové prohlížeče `. Experimentální ve " +"verzi 4.0, při cílení na HTML5 je doporučeno použít verze Godot 3.x." msgid "**Runs exported projects:**" msgstr "**Spustí exportované projekty:**" -#, fuzzy -msgid "iOS 11.0 and later." -msgstr "iOS 10.0 a novější." +msgid "iOS." +msgstr "" msgid ":ref:`Consoles `." msgstr ":ref:`Konzole `." -#, fuzzy msgid "" "Godot aims to be as platform-independent as possible and can be :ref:`ported " "to new platforms ` with relative ease." msgstr "" "Godot si klade za cíl být co nejvíce nezávislý na platformě a může být " -"relativně snadno portován na nové platformy." +"relativně snadno :ref:`portován na nové platformy " +"`." msgid "" "Projects written in C# using Godot 4 currently cannot be exported to the web " @@ -97,15 +103,19 @@ msgid "" "iOS platform support is available as of Godot 4.2, but is experimental and :" "ref:`some limitations apply `." msgstr "" +"Projekty napsané v C# používající Godot 4 nemohou být momentálně exportovány " +"na webové platformy. Zvažte místo toho použití Godot 3 pro použití C# na " +"této platformě. Podpora platform Android a iOS je dostupná pro Godot 4.2, " +"ale je stále experimentální a `platí určitá omezení `." msgid "Editor" msgstr "Editor" msgid "**Features:**" -msgstr "**Vlastnosti:**" +msgstr "**Funkce:**" msgid "Scene tree editor." -msgstr "Editor stromů scény." +msgstr "Stromový editor scény." msgid "Built-in script editor." msgstr "Vestavěný editor skriptů." @@ -120,24 +130,29 @@ msgstr "" msgid "GDScript :ref:`debugger `." msgstr "GDSkript :ref:`debugger `." -msgid "No support for debugging in threads yet." +#, fuzzy +msgid "Support for debugging in threads is available since 4.2." msgstr "Zatím neexistuje podpora pro ladění ve vláknech." msgid "" "Visual profiler with CPU and GPU time indications for each step of the " "rendering pipeline." msgstr "" +"Vizuální profiler s indikací času CPU a GPU pro každý krok vykreslovacího " +"kanálu." msgid "" "Performance monitoring tools, including :ref:`custom performance monitors " "`." msgstr "" +"Nástroje pro sledování výkonu, včetně :ref:`vlastních monitorů výkonu " +"`." msgid "Live script reloading." msgstr "Načtení skiptu za chodu." msgid "Live scene editing." -msgstr "Živé úpravy scény." +msgstr "Úprava scény za chodu programu." msgid "" "Changes will reflect in the editor and will be kept after closing the " @@ -146,7 +161,7 @@ msgstr "" "Změny se projeví v editoru a budou zachovány i po ukončení běžícího projektu." msgid "Remote inspector." -msgstr "Vzdálený inspektor." +msgstr "Prenosný inspektor." msgid "" "Changes won't reflect in the editor and won't be kept after closing the " @@ -156,14 +171,14 @@ msgstr "" "zachovány." msgid "Live camera replication." -msgstr "Animace kamery." +msgstr "Replikace kameryza chodu programu." msgid "Move the in-editor camera and see the result in the running project." msgstr "" -"Přesuňte kameru v editoru a podívejte se na výsledek probíhajícího projektu." +"Přesuňte kameru v editoru a podívejte se na výsledek v probíhajícím projektu." msgid "Built-in offline class reference documentation." -msgstr "" +msgstr "Vestavěná offline dokumentace třídních referencí." msgid "Use the editor in dozens of languages contributed by the community." msgstr "Použijte editor v desítkách jazyků připravených komunitou." @@ -175,24 +190,22 @@ msgid "" "Editor plugins can be downloaded from the :ref:`asset library " "` to extend editor functionality." msgstr "" -"Pluginy pro rozšíření funkcí editoru lze stáhnout z :ref:`library library " -"` ." +"Pluginy pro rozšíření funkcí editoru lze stáhnout z :ref:`knihovny doplňků " +"`." -#, fuzzy msgid "" ":ref:`Create your own plugins ` using GDScript to add " "new features or speed up your workflow." msgstr "" -":ref:`Vytvořte si vlastní pluginy ` pomocí GDScriptu a " -"přidejte nové" +":ref:`Vytvořte si vlastní pluginy ` pomocí GDScriptu pro " +"přidání nové funkce nebo urychlení pracovního postupu." -#, fuzzy msgid "" ":ref:`Download projects from the asset library ` " "in the Project Manager and import them directly." msgstr "" -":ref:`Stáhněte si projekty z knihovny aktiv ` ve " -"správci projektů a obratem je naimportujte." +":ref:`Stáhněte si projekty z knihovny doplňků ` " +"ve správci projektů a obratem je naimportujte." msgid "Rendering" msgstr "Vykreslování" @@ -200,24 +213,35 @@ msgstr "Vykreslování" msgid "" "3 rendering *methods* (running over 2 rendering *drivers*) are available:" msgstr "" +"K dispozici jsou 3 *metody* vykreslování (běží přes 2 *ovladače* " +"vykreslování):" msgid "" "**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " "features). The most advanced graphics backend, suited for desktop platforms " "only. Used by default on desktop platforms." msgstr "" +"**Forward+** běží přes Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a 1.2). " +"Nejpokročilejší grafický back-end uzpůsobený jen pro desktopové platformy. " +"Je použit jako defaultní na dektopových platformách." msgid "" "**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " "1.2 features). Less features, but renders simple scenes faster. Suited for " "mobile and desktop platforms. Used by default on mobile platforms." msgstr "" +"**Forward Mobile**, běží na Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a " +"1.2). Méně funkcí, ale vykresluje jednodušší scény rychleji. Vhodný pro " +"mobilní a dektopové platformy. Je defaultně použitý pro mobilní platformy." msgid "" "**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " "least advanced graphics backend, suited for low-end desktop and mobile " "platforms. Used by default on the web platform." msgstr "" +"**Compatibility** běží na OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. Nejméně " +"pokročilý grafický back-end vhodný pro low-endové dektopové a mobilní " +"platformy. Je defaultne použitý pro webové platformy." msgid "2D graphics" msgstr "2D grafika" @@ -225,36 +249,34 @@ msgstr "2D grafika" msgid "Sprite, polygon and line rendering." msgstr "Vykreslování spritů, polygonů a čar." -#, fuzzy msgid "" "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " "and :ref:`class_Line2D`, with support for texturing." msgstr "" -"Nástroje na vysoké úrovni pro kreslení čar a mnohoúhelníků, jako je " -"Polygon2D a Line2D." +"Nástroje špičkové kvality pro kreslení čar a mnohoúhelníků, jako je :ref:` " +"class_Polygon2D` a :ref:` class_Line2D` s podporou texturování." -#, fuzzy msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "AnimatedSprite jako pomocník při vytváření animovaných spritů." +msgstr "AnimatedSprite2D jako pomocník při vytváření animovaných spritů." msgid "Parallax layers." msgstr "Paralaxní vrstvy." msgid "Pseudo-3D support including preview in the editor." -msgstr "" +msgstr "Podpora Pseudo-3D s náhledem v editoru." msgid "" ":ref:`2D lighting ` with normal maps and specular " "maps." msgstr "" +":ref:` 2D světelné efekty ` s normálními a " +"zrcadlovymi mapami." -#, fuzzy msgid "Point (omni/spot) and directional 2D lights." -msgstr "Všesměrová světla." +msgstr "Bodová (omni/spot) a směrová 2D osvětlení." -#, fuzzy msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Zrcadlovou energii lze nastavit pro každé světlo zvlášť." +msgstr "Tvrdé a měkké stínování (nastavitelné pro jednotlivá osvětlení)." msgid "" "Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " @@ -262,88 +284,110 @@ msgid "" "which can be used for improved 2D lighting effects including 2D global " "illumination." msgstr "" +"Vlastní stínování mají v reálném čase přístup k :abbr:` SDF ( Signed " +"Distance Field)`reprezentaci 2D scény založené na :ref:` " +"class_LightOccluder2D` uzlech, které mohou být použity ke zlepšení 2D " +"světelných efektů včetně 2D globálního osvětlení." msgid "" ":ref:`Font rendering ` using bitmaps, rasterization " "using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" +":ref:` Vykreslení fontů `používá bitmapy, rastrování " +"používá FreeType nebo multi kanálová podepsaná distanční pole (MSDF)." -#, fuzzy msgid "" "Bitmap fonts can be exported using tools like BMFont, or imported from " "images (for fixed-width fonts only)." -msgstr "Bitmapová písma lze exportovat pomocí nástrojů, jako je BMFont." +msgstr "" +"Bitmapové fonty lze exportovat pomocí nástrojů, jako je BMFont nebo " +"importovány z obrázku (pouze pro fonty s pevnou šířkou)." -#, fuzzy msgid "" "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " "emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" -"DynamicFont podporuje monochromatická i barevná písma (tzn. pro emoji). " -"Podporované formáty jsou TTF a OTF WOFF1." +"Dynamické fonty podporují monochromatická i barevná písma (tzn. pro emoji). " +"Podporované formáty jsou TTF, OTF, WOFF1 a WOFF2." -#, fuzzy msgid "" "Dynamic fonts support optional font outlines with adjustable width and color." msgstr "" -"DynamicFont podporuje volitelné obrysy písma s nastavitelnou šířkou a barvou." +"Dynamické fonty podporuje volitelné obrysy fontulů s nastavitelnou šířkou a " +"barvou." msgid "" "Dynamic fonts support variable fonts and OpenType features including " "ligatures." msgstr "" +"Dynamické fonty podporují variabilní fonty a OpenType funkce včetně ligatur." msgid "" "Dynamic fonts support simulated bold and italic when the font file lacks " "those styles." msgstr "" +"Dynamické fonty podporují simulované tučné písmo a kurzívu, pokud v souboru " +"písma tyto styly chybí." -#, fuzzy msgid "" "Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." msgstr "" -"Podpora nadměrného vzorkování fontů (oversampling), aby byla písma ve " -"vyšších rozlišeních ostrá." +"Dynamické fonty podpora nadměrné vzorkování (oversampling), aby byla písma " +"ve vyšších rozlišeních ostrá." msgid "" "Dynamic fonts support subpixel positioning to make fonts crisper at low " "sizes." msgstr "" +"Dynamické fonty podporují sub-pixelové pozicování aby byla písma při malých " +"velikostech ostřejší." msgid "" "Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " "at low sizes." msgstr "" +"Dynamické fonty podporují sub-pixelovou optimalizaci LCD vytvářející ještě " +"ostřejší fonty při malých velikostech." msgid "" "Signed distance field fonts can be scaled at any resolution without " "requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " "to lower sizes better compared to monochrome SDF fonts." msgstr "" +"Fonty podepsaného distančního pole mohou být škálovány bez nutnosti " +"opětovného rastrování. Multi-kanálové. Díky vícekanálovému použití se písma " +"SDF zmenšují na menší velikosti lépe ve srovnání s monochromatickými písmy " +"SDF." -#, fuzzy msgid "" "GPU-based :ref:`particles ` with support for :ref:" "`custom particle shaders `." -msgstr "Částice generované GPU s podporou pro vlastní částicové shadery." +msgstr "" +"GPU generované :ref:`částice ` s podporou pro :ref:" +"`volitelné částicové stíny `." msgid "CPU-based particles." -msgstr "Částice generované CPU." +msgstr "CPU generované částice." msgid "" "Optional :ref:`2D HDR rendering " "` for better glow " "capabilities." msgstr "" +"Volitelné :ref: `2D HDR renderování " +"` pro lepší možnosti " +"osvícení." msgid "2D tools" msgstr "2D nástroje" msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" +":ref:`Dlaždicové mapy ` pro návrh úrovní založených na " +"2D dlaždicích." msgid "2D camera with built-in smoothing and drag margins." -msgstr "2D kamera s vestavěným vyhlazováním a okraji tažení." +msgstr "2D kamera s vestavěným vyhlazováním s upravitelnými okraji." msgid "Path2D node to represent a path in 2D space." msgstr "Uzel Path2D reprezentující cestu ve 2D prostoru." @@ -352,13 +396,10 @@ msgid "Can be drawn in the editor or generated procedurally." msgstr "Lze nakreslit v editoru nebo generovat procedurálně." msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "" -"Uzel PathFollow2D, pro přidání vlastnosti následovat Path2D do nadřazeného " -"uzlu." +msgstr "Uzel PathFollow2D, pro přidání vlastnosti uzlů následovat Path2D." -#, fuzzy msgid ":ref:`2D geometry helper class `." -msgstr "Pomocná třída 2D geometrie." +msgstr ":ref:`Pomocná třída 2D geometrie `." msgid "2D physics" msgstr "2D fyzika" @@ -373,44 +414,45 @@ msgid "" "Animatable bodies (for objects moving only by script or animation, such as " "doors and platforms)." msgstr "" +"Animovatelná tělesa (pro objekty pohybující se pomocí skriptů nebo animace, " +"jako třeba dveře nebo platformy)." msgid "Rigid bodies." msgstr "Tuhá tělesa." -#, fuzzy msgid "Character bodies." -msgstr "Statická tělesa." +msgstr "Tělesa charakterů." msgid "Joints." -msgstr "Spojení." +msgstr "Klouby." msgid "Areas to detect bodies entering or leaving it." -msgstr "Oblasti pro detekci těles, která do něj vstupují nebo opouštějí." +msgstr "Oblasti pro detekci těles, která do něj vstupují nebo jej opouštějí." msgid "**Collision detection:**" msgstr "**Detekce kolize:**" -#, fuzzy msgid "" "Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "Vestavěné tvary: linie, box, kruh, kapsle." +msgstr "" +"Vestavěné tvary: linie, box, kruh, kapsle, hranice světa (nekonečná plocha)." msgid "" "Collision polygons (can be drawn manually or generated from a sprite in the " "editor)." msgstr "" -"Kolizní polygony (lze je kreslit ručně nebo generovat ze sprite v editoru)." +"Kolizní polygony (lze je kreslit ručně nebo generovat ze spritů v editoru)." msgid "3D graphics" msgstr "3D grafika" -#, fuzzy msgid "HDR rendering with sRGB." -msgstr "" -"Volitelné vykreslování HDR v režimu sRGB (ve výchozím nastavení povoleno)." +msgstr "HDR renderování společně s sRGB." msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "Perspektivní, ortografické a komutované kamery." +msgstr "" +"Perspektivní, ortografické a frustrum-offset (záběr ve tvaru jehlanu - " +"vyrovnávaný) kamery." msgid "" "When using the Forward+ backend, a depth prepass is used to improve " diff --git a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po index 81abbaadd7..c51f409de0 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -181,11 +181,11 @@ msgstr "**Datum vydání**" msgid "**Support level**" msgstr "**Úroveň podpory**" -msgid "Godot 4.2 (`master`)" +msgid "Godot 4.3 (`master`)" msgstr "" #, fuzzy -msgid "November 2023 (estimate)" +msgid "April 2024 (estimate)" msgstr "Prosinec 2021" #, fuzzy @@ -198,12 +198,12 @@ msgid "unstable" msgstr "nestabilní" #, fuzzy -msgid "Godot 4.1" +msgid "Godot 4.2" msgstr "Godot 4.0" #, fuzzy -msgid "July 2023" -msgstr "Červenec 2016" +msgid "November 2023" +msgstr "Prosinec 2021" #, fuzzy msgid "" @@ -216,6 +216,14 @@ msgstr "" msgid "supported" msgstr "podporováno" +#, fuzzy +msgid "Godot 4.1" +msgstr "Godot 4.0" + +#, fuzzy +msgid "July 2023" +msgstr "Červenec 2016" + msgid "Godot 4.0" msgstr "Godot 4.0" @@ -223,12 +231,21 @@ msgstr "Godot 4.0" msgid "March 2023" msgstr "Březen 2019" +#, fuzzy +msgid "|eol| No longer supported (last update: 4.0.4)." +msgstr "|eol| Již není podporována (poslední update:2.0.4.1)." + +#, fuzzy +msgid "eol" +msgstr "eol" + #, fuzzy msgid "Godot 3.6 (`3.x`, LTS)" msgstr "Godot 3.5" -msgid "Q3 2023 (estimate)" -msgstr "" +#, fuzzy +msgid "Q1 2024 (estimate)" +msgstr "Prosinec 2021" #, fuzzy msgid "" @@ -249,16 +266,8 @@ msgid "November 2021" msgstr "Prosinec 2021" #, fuzzy -msgid "" -"|eol| No longer supported, as fully superseded by the compatible 3.5 release " -"(last update: 3.4.5)." -msgstr "" -"|eol| Již není podporována, protože byla plně nahrazena kompatibilní verzí " -"3.3 (poslední aktualizace: 3.2.3)." - -#, fuzzy -msgid "eol" -msgstr "eol" +msgid "|eol| No longer supported (last update: 3.4.5)." +msgstr "|eol| Již není podporována (poslední update: 3.1.2)." msgid "Godot 3.3" msgstr "Godot 3.3" @@ -267,12 +276,8 @@ msgid "April 2021" msgstr "Duben 2021" #, fuzzy -msgid "" -"|eol| No longer supported, as fully superseded by the compatible 3.4 release " -"(last update: 3.3.4)." -msgstr "" -"|eol| Již není podporována, protože byla plně nahrazena kompatibilní verzí " -"3.3 (poslední aktualizace: 3.2.3)." +msgid "|eol| No longer supported (last update: 3.3.4)." +msgstr "|eol| Již není podporována (poslední update: 3.1.2)." msgid "Godot 3.2" msgstr "Godot 3.2" @@ -500,9 +505,8 @@ msgid "" "releases:" msgstr "" -#, fuzzy msgid "Significant new features." -msgstr "Učení se novým funkcím" +msgstr "Významné nové funkce." msgid "" "Renaming a method parameter. In C#, method parameters can be passed by name " diff --git a/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po b/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po new file mode 100644 index 0000000000..ec4da3541d --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po @@ -0,0 +1,422 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "System requirements" +msgstr "Nároky" + +msgid "" +"This page contains system requirements for the editor and exported projects. " +"These specifications are given for informative purposes only, but they can " +"be referred to if you're looking to build or upgrade a system to use Godot " +"on." +msgstr "" + +#, fuzzy +msgid "Godot editor" +msgstr "Ladění editoru Godot" + +msgid "" +"These are the **minimum** specifications required to run the Godot editor " +"and work on a simple 2D or 3D project:" +msgstr "" + +msgid "Desktop or laptop PC - Minimum" +msgstr "" + +msgid "**CPU**" +msgstr "" + +msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" +msgstr "" + +msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" +msgstr "" + +msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" +msgstr "" + +msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" +msgstr "" + +msgid "" +"**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" +msgstr "" + +msgid "" +"*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" +msgstr "" + +msgid "**GPU**" +msgstr "" + +msgid "" +"**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " +"support" +msgstr "" + +msgid "" +"*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " +"(Kaveri)*" +msgstr "" + +msgid "" +"**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " +"support" +msgstr "" + +msgid "" +"*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " +"(Kaveri)*" +msgstr "" + +msgid "**RAM**" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 4 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**Web editor:** 8 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**Storage**" +msgstr "Úložiště" + +msgid "" +"200 MB (used for the executable, project files and cache). Exporting " +"projects requires downloading export templates separately (1.3 GB after " +"installation)." +msgstr "" + +#, fuzzy +msgid "**Operating system**" +msgstr "Systém varování" + +msgid "" +"**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " +"(Forward+/Mobile), Linux distribution released after 2016" +msgstr "" + +msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" +msgstr "" + +msgid "" +"Windows 7/8/8.1 are supported on a best-effort basis. These versions are not " +"regularly tested and some features may be missing (such as colored :ref:" +"`print_rich ` console output). Support " +"for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " +"`." +msgstr "" + +msgid "" +"Vulkan drivers for these Windows versions are known to have issues with " +"memory leaks. As a result, it's recommended to stick to the Compatibility " +"rendering method when running Godot on an Windows version older than 10." +msgstr "" + +msgid "Mobile device (smartphone/tablet) - Minimum" +msgstr "" + +msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" +msgstr "" + +msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" +msgstr "" + +#, fuzzy +msgid "**iOS:** *Cannot run the editor*" +msgstr "**Pro editor:**" + +msgid "" +"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +msgstr "" + +msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" +msgstr "" + +msgid "" +"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " +"3.0 support" +msgstr "" + +msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 3 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**Web editor:** 6 GB" +msgstr "**Pro editor:**" + +msgid "" +"**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" +"Mobile), iOS 11.0" +msgstr "" + +msgid "" +"**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" +msgstr "" + +msgid "" +"These are the **recommended** specifications to get a smooth experience with " +"the Godot editor on a simple 2D or 3D project:" +msgstr "" + +msgid "Desktop or laptop PC - Recommended" +msgstr "" + +msgid "" +"**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or " +"more" +msgstr "" + +msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" +msgstr "" + +msgid "*Example: Intel Core i5-8500, Apple M1*" +msgstr "" + +msgid "" +"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " +"overclocking*" +msgstr "" + +msgid "" +"**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " +"support" +msgstr "" + +msgid "" +"*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" +msgstr "" + +msgid "" +"**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " +"support" +msgstr "" + +msgid "" +"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 8 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**Web editor:** 12 GB" +msgstr "**Pro editor:**" + +msgid "" +"1.5 GB (used for the executable, project files, all export templates and " +"cache)" +msgstr "" + +msgid "" +"**Native editor:** Windows 10, macOS 10.15, Linux distribution released " +"after 2020" +msgstr "" + +msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" +msgstr "" + +msgid "Mobile device (smartphone/tablet) - Recommended" +msgstr "" + +msgid "" +"**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " +"more" +msgstr "" + +msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" +msgstr "" + +msgid "" +"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" +msgstr "" + +msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" +msgstr "" + +msgid "" +"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " +"3.2 support" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 6 GB" +msgstr "**Pro editor:**" + +msgid "**Native editor:** Android 9.0 or iOS 11.0" +msgstr "" + +msgid "" +"**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" +msgstr "" + +#, fuzzy +msgid "Exported Godot project" +msgstr "Exportování projektů" + +msgid "" +"The requirements below are a baseline for a **simple** 2D or 3D project, " +"with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " +"requirements will heavily vary depending on your project's scope, its " +"rendering method, viewport resolution and graphics settings chosen. Other " +"programs running on the system while the project is running will also " +"compete for resources, including RAM and video RAM." +msgstr "" + +msgid "" +"It is strongly recommended to do your own testing on low-end hardware to " +"make sure your project runs at the desired speed. To provide scalability for " +"low-end hardware, you will also need to introduce a `graphics options menu " +"`__ to your project." +msgstr "" + +msgid "" +"These are the **minimum** specifications required to run a simple 2D or 3D " +"project exported with Godot:" +msgstr "" + +#, fuzzy +msgid "**For native exports:** 2 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**For web exports:** 4 GB" +msgstr "**Pro editor:**" + +msgid "150 MB (used for the executable, project files and cache)" +msgstr "" + +msgid "" +"**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " +"10.15 (Forward+/Mobile), Linux distribution released after 2016" +msgstr "" + +msgid "" +"**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" +msgstr "" + +msgid "**iOS:** SoC with any 64-bit ARM CPU" +msgstr "" + +msgid "*Example: Apple A7 (iPhone 5S)*" +msgstr "" + +msgid "" +"*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " +"SE 1)*" +msgstr "" + +msgid "" +"*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" +msgstr "" + +#, fuzzy +msgid "**For native exports:** 1 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**For web exports:** 2 GB" +msgstr "**Pro editor:**" + +msgid "" +"**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" +"Mobile), iOS 11.0" +msgstr "" + +msgid "" +"**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" +msgstr "" + +msgid "" +"These are the **recommended** specifications to get a smooth experience with " +"a simple 2D or 3D project exported with Godot:" +msgstr "" + +#, fuzzy +msgid "**For native exports:** 4 GB" +msgstr "**Pro editor:**" + +#, fuzzy +msgid "**For web exports:** 8 GB" +msgstr "**Pro editor:**" + +msgid "" +"**For native exports:** Windows 10, macOS 10.15, Linux distribution released " +"after 2020" +msgstr "" + +msgid "" +"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" +msgstr "" + +msgid "**iOS:** SoC with 64-bit ARM CPU" +msgstr "" + +msgid "*Example: Apple A11 (iPhone XS/XR)*" +msgstr "" + +msgid "" +"*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" +msgstr "" + +msgid "**For native exports:** Android 9.0 or iOS 11.0" +msgstr "" + +msgid "" +"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" +msgstr "" + +msgid "" +"Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" +"OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " +"have fewer driver issues." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po index db98fafa92..c80e6bee97 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po index cb0a1c341c..13aa03160a 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po index e06368757c..9e29ee9847 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po index 4e663184e1..b2a8b9d174 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/community/channels.po b/sphinx/po/cs/LC_MESSAGES/community/channels.po index f6800d5540..b04cb8934c 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/channels.po +++ b/sphinx/po/cs/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -35,40 +35,24 @@ msgid "" "`Godot website `_." msgstr "" -msgid "Q&A" -msgstr "Otázky a odpovědi" +#, fuzzy +msgid "Forums" +msgstr "Fórum" #, fuzzy -msgid "`Official Godot Questions & Answers `_" +msgid "`Official Godot Forum `_" msgstr "`Oficiální Godot Otázky a odpovědi `_" -msgid "Rocket.Chat" +#, fuzzy +msgid "`Community Forum `_" +msgstr "`Godot Fóra `_" + +msgid "Chats" msgstr "" msgid "`Godot Contributors Chat `_" msgstr "`Přispěvatelský chat Godot `_" -msgid "IRC on Libera.Chat" -msgstr "" - -msgid "" -"As of January 2021, core developer chat has moved to the Godot Contributors " -"Chat platform listed above." -msgstr "" - -msgid "" -"`General: #godotengine `_" -msgstr "" - -msgid "" -"IRC is less active than Discord. Please stick around to get an answer, as it " -"may take several hours for someone to see and answer your questions." -msgstr "" - -#, fuzzy -msgid "Other chats" -msgstr "Ostatní chatovací místnosti" - msgid "`Discord `_" msgstr "`Discord `_" @@ -76,15 +60,21 @@ msgid "" "`Matrix (IRC compatible) `_" msgstr "" -msgid "Language-based communities" -msgstr "" +#, fuzzy +msgid "" +"`IRC (#godotengine on Libera.Chat) `_" +msgstr "`Přispěvatelský chat Godot `_" msgid "" -"See the `User groups `_ page " -"of the website for a list of local communities." +"As of January 2021, core developer chat has moved to the Godot Contributors " +"Chat platform listed above. IRC is less active. Please stick around to get " +"an answer, as it may take several hours for someone to see and answer your " +"questions." msgstr "" -msgid "Social networks" +#, fuzzy +msgid "Social networks and other sites" msgstr "Sociální sítě" msgid "`GitHub `_" @@ -107,11 +97,21 @@ msgstr "`YouTube Kanál `_" msgid "`Steam `_" msgstr "`Steam `_" -msgid "Forum" -msgstr "Fórum" +#, fuzzy +msgid "`itch.io `_" +msgstr "`D `__" -msgid "`Godot Forums `_" -msgstr "`Godot Fóra `_" +#, fuzzy +msgid "`linkin.bio `_" +msgstr "`GitHub `_" + +msgid "Language-based communities" +msgstr "" + +msgid "" +"See the `User groups `_ page " +"of the website for a list of local communities." +msgstr "" msgid "Translation status" msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po index ed3861a591..fcedaa6020 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,17 +40,8 @@ msgstr "Kde začít" msgid "" "The Godot video tutorials by `GDQuest `_, `Game from Scratch `_ " -"and `KidsCanCode `_ are well-regarded in the community and often recommended as a " -"gentle introduction to beginners." -msgstr "" - -msgid "" -"If you're interested in a complete introduction to programming using Godot " -"and GDScript, the unofficial `Godot Tutorials `_ YouTube channel is a good place to start." +"UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ are well-regarded in the community and " +"often recommended as a gentle introduction to beginners." msgstr "" msgid "" @@ -69,136 +60,71 @@ msgstr "" msgid "Video tutorials" msgstr "Video návody" -msgid "" -"`Godot Tutorials `_ (2D, GDScript, Programming Basics)." -msgstr "" - -msgid "" -"`Emilio `_ (2D, " -"GDScript)." -msgstr "" - -msgid "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript and C#)." -msgstr "" - -msgid "" -"`GDQuest `_ (2D and 3D, GDScript and C#)." -msgstr "" - -msgid "" -"`Game Development Center `_ " -"(2D, networked multiplayer, GDScript)." -msgstr "" - -msgid "" -"`Game Endeavor `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Game from Scratch `_ (2D and 3D, " -"GDScript and C#)." -msgstr "" - -msgid "" -"`HeartBeast `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`KidsCanCode `__ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`Mister Taft Creates `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Miziziziz `_ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`P1X / Krzysztof Jankowski `_ (3D)." -msgstr "" - -msgid "" -"`Pigdev `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Steincodes `__ (2D, " -"GDScript)." -msgstr "" - -msgid "" -"`TheBuffED `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Code with Tom `_ (2D and 3D, GDScript)." -msgstr "" - msgid "" "`BornCG `_ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`TheGuideKnight `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`GDScript Dude `_ " -"(GDScript)." -msgstr "" - -msgid "`Garbaj `_ (3D, GDScript)." -msgstr "" - -msgid "" -"`Kasper Frandsen `_ (3D, Shaders)." -msgstr "" - -msgid "" -"`bitbrain `_ (2D, GDScript)." -msgstr "" - -msgid "`Gwizz `_ (2D, GDScript)." -msgstr "" - -msgid "`Quiver `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Maker Tech `_ (2D, GDScript)." +"list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35>`_ (2D and 3D, GDScript)" msgstr "" msgid "" "`Clear Code `_ (2D, GDScript, " -"Programming Basics)." -msgstr "" - -msgid "" -"`Game Dev Artisan `_ (2D, GDScript)." +"Programming Basics)" msgstr "" msgid "" "`FencerDevLog `_ (2D, 3D, GDScript, " -"Shaders)." +"Shaders)" +msgstr "" + +msgid "" +"`FinePointCGI `_ " +"(2D, 3D, GDScript and C#)" +msgstr "" + +msgid "" +"`GDQuest `_ (2D and 3D, GDScript and C#)" +msgstr "" + +msgid "" +"`Game Dev Artisan `_ (2D, GDScript)" +msgstr "" + +msgid "" +"`Game Development Center `_ " +"(2D, networked multiplayer, GDScript)" +msgstr "" + +msgid "" +"`Game Endeavor `_ (2D, GDScript)" +msgstr "" + +msgid "`Gwizz `_ (2D, GDScript)" +msgstr "" + +msgid "" +"`Godotneers `_ (2D, Shaders, GDScript)" +msgstr "" + +msgid "`HeartBeast `_ (2D, GDScript)" +msgstr "" + +msgid "" +"`KidsCanCode `__ (2D and 3D, GDScript)" +msgstr "" + +msgid "`Maker Tech `_ (2D, GDScript)" +msgstr "" + +msgid "`Pigdev `_ (2D, GDScript)" +msgstr "" + +msgid "" +"`Queble `_ (2D, GDScript)" +msgstr "" + +msgid "`Quiver `_ (2D, GDScript)" msgstr "" msgid "Text tutorials" @@ -229,16 +155,15 @@ msgstr "" msgid "Devlogs" msgstr "Devblogy" -msgid "" -"`Andrea Catania (Physics & AI) `_" -msgstr "" - msgid "" "`Bastiaan Olij (AR & VR) `_" msgstr "" +#, fuzzy +msgid "`bitbrain `_" +msgstr "`YouTube Kanál `_" + msgid "`DevDuck (2D) `_" msgstr "" @@ -250,6 +175,15 @@ msgid "" "`_" msgstr "" +#, fuzzy +msgid "`Godot Asset Library `_" +msgstr "`Přispěvatelský chat Godot `_" + +msgid "" +"`Godot Shaders: A community-driven shader library `_" +msgstr "" + msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po index 2e305db0a6..822225f732 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po index 92bd024240..df7e4f60f0 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po index dec6e5e9d8..4588fdd3d9 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po index ac24da0e98..8fcce64d8a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,9 +36,7 @@ msgstr "" msgid "`SCons 3.0+ `_ build system." msgstr "" -msgid "" -"`Xcode `_ (or the more " -"lightweight Command Line Tools for Xcode)." +msgid "`Xcode `_." msgstr "" msgid "If you are building the ``master`` branch:" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po index d205c00e67..392e5abc26 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -55,9 +55,8 @@ msgstr "" msgid "pkg-config (used to detect the development libraries listed below)." msgstr "" -#, fuzzy msgid "Development libraries:" -msgstr "Tipy pro vývoj" +msgstr "Vývojové knihovny:" msgid "X11, Xcursor, Xinerama, Xi and XRandR." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po index b96e25c5aa..3df821f5a8 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -157,7 +157,7 @@ msgstr "" msgid "For Intel x86_64::" msgstr "" -msgid "For ARM64 (Apple M1)::" +msgid "For Arm64 (Apple M1)::" msgstr "" msgid "" @@ -169,10 +169,10 @@ msgid "" "To create an ``.app`` bundle like in the official builds, you need to use " "the template located in ``misc/dist/macos_template.app``. The release and " "debug builds should be placed in ``macos_template.app/Contents/MacOS`` with " -"the names ``godot_macos_release.64`` and ``godot_macos_debug.64`` " -"respectively. You can do so with the following commands (assuming a " -"universal build, otherwise replace the ``.universal`` extension with the one " -"of your arch-specific binaries)::" +"the names ``godot_macos_release.universal`` and ``godot_macos_debug." +"universal`` respectively. You can do so with the following commands " +"(assuming a universal build, otherwise replace the ``.universal`` extension " +"with the one of your arch-specific binaries)::" msgstr "" msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po index 6359b86c3f..c2dbdffc27 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,8 +77,8 @@ msgstr "" msgid "" "The engine will now be compiled to WebAssembly by Emscripten. Once finished, " "the resulting file will be placed in the ``bin`` subdirectory. Its name is " -"``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32." -"zip`` for debug." +"``godot.web.template_release.wasm32.zip`` for release or ``godot.web." +"template_debug.wasm32.zip`` for debug." msgstr "" msgid "" @@ -125,7 +125,7 @@ msgstr "" msgid "" "Once finished, the resulting file will be placed in the ``bin`` " -"subdirectory. Its name will be ``godot.web.opt.tools.wasm32.zip``. You can " +"subdirectory. Its name will be ``godot.web.editor.wasm32.zip``. You can " "upload the zip content to your web server and visit it with your browser to " "use the editor." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po index 87332a7017..49281fd36f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po index 89daaa1f2c..6818b8d5b8 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -145,19 +145,31 @@ msgstr "" msgid "" "In order to use Godot with a development version of those packages, a local " -"NuGet source must be created where MSBuild can find them. This can be done " -"with the .NET CLI:" +"NuGet source must be created where MSBuild can find them." msgstr "" msgid "" -"The Godot NuGet packages must be added to that local source. Additionally, " -"we must make sure there are no other versions of the package in the NuGet " -"cache, as MSBuild may pick one of those instead." +"First, pick a location for the local NuGet source. If you don't have a " +"preference, create an empty directory at one of these recommended locations:" +msgstr "" + +msgid "On Windows, ``C:\\Users\\\\MyLocalNugetSource``" +msgstr "" + +msgid "On Linux, \\*BSD, etc., ``~/MyLocalNugetSource``" +msgstr "" + +msgid "This path is referred to later as ````." msgstr "" msgid "" -"In order to simplify this process, the ``build_assemblies.py`` script " -"provides the following ``--push-nupkgs-local`` option:" +"After picking a directory, run this .NET CLI command to configure NuGet to " +"use your local source:" +msgstr "" + +msgid "" +"When you run the ``build_assemblies.py`` script, pass ```` " +"to the ``--push-nupkgs-local`` option:" msgstr "" msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po index 9325dffd34..42cbdb4da0 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po index cc5be7a87e..e60db37713 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po index 30f77a74fa..b21281d684 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po index 36aecad311..6552b0357a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po index b6ab438be5..4624479898 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -89,9 +89,8 @@ msgid "" "parameter to specify how many threads will be used for the build." msgstr "" -#, fuzzy msgid "Example for using 4 threads::" -msgstr "Příklad hodnotové animační stopy" +msgstr "Příklad použití 4 vláken::" msgid "Platform selection" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po index 73e69a012f..a0610a544c 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po index 847f682c03..ee6f57a137 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -51,13 +51,12 @@ msgstr "" msgid "Android Studio project layout" msgstr "Android Studio" -#, fuzzy msgid "" "The project is organized using `Android Studio's modules `_:" msgstr "" -"Můžete nainstalovat použitím `Android Studio 4.1 či novější `__." +"Projekt je organizován pomocí `Android Studio modulů `_:" msgid "``lib`` module:" msgstr "" @@ -78,9 +77,8 @@ msgid "" "maven.org/maven2/org/godotengine/godot/>`_." msgstr "" -#, fuzzy msgid "``editor`` module:" -msgstr "``editor/undo``" +msgstr "``editor`` modulů:" msgid "" "Located under ``/platform/android/java/editor``, this " diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po index 874cb0d108..6ca5046fb5 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po index afcb402bf6..44f7bb17aa 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po index c2aba9c985..0d5c3e0c07 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po index c5d12cd582..7979bcc511 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po index 3fda5ef063..988eaa40ca 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po index ab1415278d..0c11174429 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,9 +17,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Rider" -msgstr "V Rideru:" +msgstr "Rider" msgid "" "`Rider `_ is a commercial `JetBrains " diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po index 9e15edcec8..ed65a9d615 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po index be3f32129d..c648a88b9b 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po index 66251b56a3..b9353c9e4a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po index 1650be72fa..01664bcb28 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po index 775ab6896e..ace45d1ab9 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po index fb85a2a890..e6ad12eee6 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po index f8be7c9593..1d8c091d0e 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po index 9e3114da0c..0b9cbd303a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po index 7cecac8891..2a58b1efcc 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po index 09de8f0ff0..f03c6fce26 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po index 6e6ceb59c2..4770ba4704 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po index e3245d7e28..ca7bda2bbf 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po index 4a7a5bd3c0..7b8d066bdf 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po index 8bb98c024f..16bf1eedb3 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po index 26a0cc1cff..7bd6bccf39 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po index c5573765aa..43c42f9c0b 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -257,7 +257,18 @@ msgstr "" #, fuzzy msgid "" "`drivers/vulkan/vulkan_context.cpp `__" +"blob/4.2/drivers/vulkan/vulkan_context.cpp>`__" +msgstr "" +"`core/variant.h `__" + +msgid "**Direct3D 12 context creation:**" +msgstr "" + +#, fuzzy +msgid "" +"`drivers/d3d12/d3d12_context.cpp `__" msgstr "" "`core/variant.h `__" @@ -287,12 +298,12 @@ msgid "" msgstr "" msgid "" -"**As of May 2023, this driver is still in development and is not merged in " -"Godot 4.0 or the master branch.** While Direct3D 12 allows supporting " -"Direct3D-exclusive features on Windows 11 such as windowed optimizations and " -"Auto HDR, Vulkan is still recommended for most projects. See the `pull " -"request that introduced Direct3D 12 support `__ for more information." +"**This driver is still experimental and only available in Godot 4.3 and " +"later.** While Direct3D 12 allows supporting Direct3D-exclusive features on " +"Windows 11 such as windowed optimizations and Auto HDR, Vulkan is still " +"recommended for most projects. See the `pull request that introduced " +"Direct3D 12 support `__ for " +"more information." msgstr "" msgid "Metal" @@ -404,8 +415,21 @@ msgstr "" #, fuzzy msgid "" -"`drivers/vulkan/rendering_device_vulkan.cpp `__" +"`drivers/vulkan/rendering_device_driver_vulkan.cpp `__" +msgstr "" +"`core/variant.h `__" + +msgid "**Direct3D 12 RenderingDevice implementation:**" +msgstr "" + +#, fuzzy +msgid "" +"`drivers/d3d12/rendering_device_driver_d3d12.cpp `__" msgstr "" "`core/variant.h `__" @@ -419,8 +443,8 @@ msgid "" msgstr "" msgid "" -"`View at full size `__" msgstr "" @@ -499,24 +523,28 @@ msgstr "" msgid "**Core GLSL material shaders:**" msgstr "" +#, fuzzy msgid "" "Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/" -"scene_forward_clustered.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/" -"scene_forward_mobile.glsl `__" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "" "Compatibility: `drivers/gles3/shaders/scene.glsl `__" +"godotengine/godot/blob/4.2/drivers/gles3/shaders/scene.glsl>`__" msgstr "" "`core/resource.h `__" @@ -526,7 +554,7 @@ msgstr "" #, fuzzy msgid "" -"`scene/resources/material.cpp `__" msgstr "" "`core/resource.h `__" +"godot/blob/4.2/servers/rendering/renderer_rd/shaders/>`__" msgstr "" "`core/rid.h `__" #, fuzzy msgid "" -"`modules/lightmapper_rd/ `__" msgstr "" "`core/map.h `__" @@ -555,7 +583,7 @@ msgstr "" #, fuzzy msgid "" -"`drivers/gles3/shaders/ `__" msgstr "" "`core/list.h `__" @@ -606,11 +634,31 @@ msgstr "" msgid "**2D and 3D rendering buffer configuration C++ code:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp " -"`__" msgstr "" +"`core/resource.h `__" + +msgid "**FSR 1.0:**" +msgstr "" + +#, fuzzy +msgid "" +"`servers/rendering/renderer_rd/effects/fsr.cpp `__" +msgstr "" +"`core/rid.h `__" + +#, fuzzy +msgid "" +"`thirdparty/amd-fsr/ `__" +msgstr "" +"`core/math `__" #, fuzzy msgid "2D rendering techniques" @@ -650,11 +698,13 @@ msgstr "" msgid "**2D SDF generation GLSL shader:**" msgstr "" +#, fuzzy msgid "" -"`https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/" -"shaders/canvas_sdf.glsl `__" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "3D rendering techniques" @@ -778,18 +828,47 @@ msgid "" msgstr "" msgid "" -"Using `FSR 2.0 `__ " -"instead of a custom TAA implementation is planned in a future release." +"Alternatively, FSR 2.2 can be used as an upscaling solution that also " +"provides its own temporal antialiasing algorithm. FSR 2.2 is implemented on " +"top of the RenderingDevice abstraction as opposed to using AMD's reference " +"code directly." msgstr "" msgid "**TAA resolve:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl `__" msgstr "" +"`core/rid.h `__" + +msgid "**FSR 2.2:**" +msgstr "" + +#, fuzzy +msgid "" +"`servers/rendering/renderer_rd/effects/fsr2.cpp `__" +msgstr "" +"`core/rid.h `__" + +#, fuzzy +msgid "" +"`servers/rendering/renderer_rd/shaders/effects/fsr2/ `__" +msgstr "" +"`core/rid.h `__" + +#, fuzzy +msgid "" +"`thirdparty/amd-fsr2/ `__" +msgstr "" +"`core/math `__" #, fuzzy msgid "Global illumination" @@ -825,99 +904,121 @@ msgstr "" msgid "**Core GI C++ code:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/environment/gi.cpp `__" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "" -"`scene/3d/voxel_gi.cpp `__ - VoxelGI node" msgstr "" "`core/list.h `__" +#, fuzzy msgid "" "`editor/plugins/voxel_gi_editor_plugin.cpp `__ - Editor UI for " +"godot/blob/4.2/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for " "the VoxelGI node" msgstr "" +"`core/list.h `__" msgid "**Core GI GLSL shaders:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl " -"`__ - VoxelGI debug draw mode" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl `__ - SDFGI Cascades debug draw mode" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl " -"`__ - SDFGI Probes debug draw " "mode" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl " -"`__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl " -"`__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl " -"`__" msgstr "" +"`core/rid.h `__" msgid "**Lightmapper C++ code:**" msgstr "" #, fuzzy msgid "" -"`scene/3d/lightmap_gi.cpp `__ - LightmapGI node" msgstr "" "`core/map.h `__" +#, fuzzy msgid "" "`editor/plugins/lightmap_gi_editor_plugin.cpp `__ " +"godotengine/godot/blob/4.2/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ " "- Editor UI for the LightmapGI node" msgstr "" +"`core/map.h `__" #, fuzzy msgid "" -"`scene/3d/lightmapper.cpp `__ - Abstract class" msgstr "" "`core/map.h `__" +#, fuzzy msgid "" "`modules/lightmapper_rd/lightmapper_rd.cpp `__ - GPU-based " +"godot/blob/4.2/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based " "lightmapper implementation" msgstr "" +"`core/list.h `__" msgid "**Lightmapper GLSL shaders:**" msgstr "" @@ -925,14 +1026,14 @@ msgstr "" #, fuzzy msgid "" "`modules/lightmapper_rd/lm_raster.glsl `__" +"blob/4.2/modules/lightmapper_rd/lm_raster.glsl>`__" msgstr "" "`core/list.h `__" #, fuzzy msgid "" "`modules/lightmapper_rd/lm_compute.glsl `__" +"godot/blob/4.2/modules/lightmapper_rd/lm_compute.glsl>`__" msgstr "" "`core/typedefs.h `__" @@ -940,7 +1041,7 @@ msgstr "" #, fuzzy msgid "" "`modules/lightmapper_rd/lm_blendseams.glsl `__" +"godot/blob/4.2/modules/lightmapper_rd/lm_blendseams.glsl>`__" msgstr "" "`core/typedefs.h `__" @@ -970,29 +1071,35 @@ msgstr "" msgid "**Depth of field C++ code:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/effects/bokeh_dof.cpp `__" msgstr "" +"`core/rid.h `__" msgid "**Depth of field GLSL shader (compute - used for Forward+):**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl `__" msgstr "" +"`core/rid.h `__" msgid "**Depth of field GLSL shader (raster - used for Forward Mobile):**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl " -"`__" msgstr "" +"`core/rid.h `__" msgid "Screen-space effects (SSAO, SSIL, SSR, SSS)" msgstr "" @@ -1024,98 +1131,125 @@ msgstr "" msgid "**Screen-space effects C++ code:**" msgstr "*GLES3:* Odrazy místa na obrazovce." +#, fuzzy msgid "" "`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" msgstr "" +"`core/resource.h `__" #, fuzzy msgid "**Screen-space ambient occlusion GLSL shader:**" msgstr "*GLES3:* Okolní okluze obrazovky." +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl " -"`__" msgstr "" +"`core/rid.h `__" msgid "**Screen-space indirect lighting GLSL shader:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl " -"`__" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "**Screen-space reflections GLSL shader:**" msgstr "*GLES3:* Odrazy místa na obrazovce." +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl " -"`__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale." -"glsl `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/" "screen_space_reflection_filter.glsl `__" msgstr "" +"`core/rid.h `__" msgid "**Subsurface scattering GLSL:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl " -"`__" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "Sky rendering" @@ -1146,15 +1280,17 @@ msgstr "" msgid "**Sky rendering C++ code:**" msgstr "" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/environment/sky.cpp `__ - Sky rendering" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "" -"`scene/resources/sky.cpp `__ - Sky resource (not to be confused with sky " "rendering)" msgstr "" @@ -1164,7 +1300,7 @@ msgstr "" #, fuzzy msgid "" "`scene/resources/sky_material.cpp `__ SkyMaterial resources (used in " +"blob/4.2/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in " "the Sky resource)" msgstr "" "`core/resource.h `__ - General volumetric fog" msgstr "" +"`core/rid.h `__" #, fuzzy msgid "" -"`scene/3d/fog_volume.cpp `__ - FogVolume node" msgstr "" "`core/resource.h `__ - FogMaterial resource (used " +"blob/4.2/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used " "by FogVolume)" msgstr "" "`core/resource.h `__" msgstr "" +"`core/rid.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process." -"glsl `__" msgstr "" +"`core/rid.h `__" msgid "Occlusion culling" msgstr "" @@ -1303,15 +1445,18 @@ msgstr "" #, fuzzy msgid "" "`scene/3d/occluder_instance_3d.cpp `__" +"blob/4.2/scene/3d/occluder_instance_3d.cpp>`__" msgstr "" "`core/list.h `__" +#, fuzzy msgid "" "`servers/rendering/renderer_scene_occlusion_cull.cpp `__" msgstr "" +"`core/resource.h `__" msgid "Visibility range (LOD)" msgstr "" @@ -1334,7 +1479,7 @@ msgstr "" #, fuzzy msgid "" "`servers/rendering/renderer_scene_cull.cpp `__" +"godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__" msgstr "" "`core/resource.h `__" @@ -1382,7 +1527,7 @@ msgstr "" #, fuzzy msgid "" "`scene/resources/importer_mesh.cpp `__" +"blob/4.2/scene/resources/importer_mesh.cpp>`__" msgstr "" "`core/resource.h `__" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po index 456129d60b..7eb90215dd 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -82,7 +82,13 @@ msgid "" "Registering functions is one:" msgstr "" -msgid "Default values for arguments can be passed in reverse order:" +msgid "Default values for arguments can be passed as parameters at the end:" +msgstr "" + +msgid "" +"Default values must be provided in the same order as they are declared, " +"skipping required arguments and then providing default values for the " +"optional ones. This matches the syntax for declaring methods in C++." msgstr "" msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po index 117443d3de..765de37322 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -446,9 +446,8 @@ msgid "" "the crash and debug from there." msgstr "" -#, fuzzy msgid "Run GDScript tests with:" -msgstr "Exporty GDScriptu" +msgstr "Spustit test GDScript s:" msgid "This also accepts the ``--print-filenames`` option (see above)." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po index 9620a87c06..b4dacadeb6 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po index c03841ea1e..05570163d1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po index 3307fd642c..24590db074 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po index a171988fd4..5edac79025 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po index 464a98b7b9..8417bdfc8b 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po index a24d270d2b..c00a396569 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po index 9f905a7f92..a6d38bab18 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po index ac4da1d465..89ecf0a983 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,9 +77,8 @@ msgid "" "occurs." msgstr "" -#, fuzzy msgid "Linux, \\*BSD" -msgstr "X11 (Linux, \\*BSD)" +msgstr "Linux, \\*BSD" msgid "Install Vulkan validation layers from your distribution's repositories:" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po index 7d63759281..d671bb7aac 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po index 15379aa68c..2f23d1e146 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po index f788958410..16a34ac221 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po index 3a1c903123..de2dccfee8 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po index 481a51a73f..315af46263 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po index 1660d97dcc..00a180765f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po index 9dee5ecdf7..01e3311f75 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po index 8b73398c5e..cfca4aa04f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po index 35b9128a21..f4b9cdca28 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -78,9 +78,8 @@ msgstr "" msgid "Install the required packages:" msgstr "" -#, fuzzy msgid "Build the docs:" -msgstr "Vestavěný editor motivů" +msgstr "Sestavit dokumentaci:" msgid "" "On Windows, that command will run ``make.bat`` instead of GNU Make (or an " diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po index 4ef99448b9..e396727d0d 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po index 8858f61eb6..c879d5eaef 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po index 4634be3ab1..e258ad947b 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po index f1fb3b6e72..7dc185e508 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po index c32b584220..53c14477dc 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po index 87732ebc4a..2764723b1c 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po index edd87bf17d..bc186da781 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po index 68044a6a12..a60592d5bb 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/ways_to_contribute.po b/sphinx/po/cs/LC_MESSAGES/contributing/ways_to_contribute.po index b0edf21fff..dee83afe67 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/ways_to_contribute.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po index f780a4a0d3..32727f24c2 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -135,9 +135,8 @@ msgid "" "release build (add it to your ``$HOME/.bashrc`` or similar):" msgstr "" -#, fuzzy msgid "Example usage:" -msgstr "Příklady" +msgstr "Příklad použití:" msgid "" "To refer to the latest state of the master branch, you can use ``master`` " diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po index e501331bd9..3737e5255e 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po index bbadf66014..c2224ae723 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po index fe3dc1be1a..8184cf0f2a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po index cc04801a99..25f8eb0b1f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -472,8 +472,8 @@ msgid "" "If you didn't follow the above steps closely to *amend* changes into a " "commit instead of creating fixup commits, or if you authored your changes " "without being aware of our workflow and Git usage tips, reviewers might " -"request of your to *rebase* your branch to *squash* some or all of the " -"commits into one." +"request you to *rebase* your branch to *squash* some or all of the commits " +"into one." msgstr "" msgid "" @@ -553,7 +553,7 @@ msgid "" msgstr "" msgid "" -"This is a sane behavior, Git will not let you push changes that would " +"This is reasonable behavior, Git will not let you push changes that would " "override remote content. But that's actually what we want to do here, so we " "will have to *force* it:" msgstr "" @@ -564,6 +564,37 @@ msgid "" "also update the PR accordingly." msgstr "" +msgid "Rebasing onto another branch" +msgstr "" + +msgid "" +"If you have accidentally opened your PR on the wrong branch, or need to " +"target another branch for some reason, you might need to filter out a lot of " +"commits that differ between the old branch (for example ``4.2``) and the new " +"branch (for example ``master``). This can make rebasing difficult and " +"tedious. Fortunately ``git`` has a command just for this situation, ``git " +"rebase --onto``." +msgstr "" + +msgid "" +"If your PR was created from the ``4.2`` branch and you want to update it to " +"instead start at ``master`` the following steps *should* fix this in one " +"step:" +msgstr "" + +msgid "" +"This will take all the commits on your branch *after* the ``4.2`` branch, " +"and then splice them on top of ``master``, ignoring any commits from the " +"``4.2`` branch not on the ``master`` branch. You may still need to do some " +"fixing, but this command should save you a lot of tedious work removing " +"commits." +msgstr "" + +msgid "" +"Just like above for the interactive rebase you need to force push your " +"branch to handle the different changes:" +msgstr "" + msgid "Deleting a Git branch" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po index bf0aa2f8e9..f0aae317c9 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po index 55e1005e40..d22b7a875f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po index b4635123e4..b57fb4cee7 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po index 475ec426cb..0c35f79eae 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po index 645b9a1a52..783c12673e 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgstr "" "to udělali na scéně Player." msgid "" -"Select the ``Mob`` node and set it's ``Gravity Scale`` property in the :ref:" +"Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" "`RigidBody2D ` section of the inspector to ``0``. This " "will prevent the mob from falling downwards." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po index 31b5334f5b..4e9c3a3c1b 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -302,9 +302,10 @@ msgstr "" "Měli byste být schopni pohybovat hráčem do všech směrů, vidět rozmnožování " "nepřátek a sledovat, jak hráč zmizí, když je zasažen nepřítelem." +#, fuzzy msgid "" "When you're sure everything is working, remove the call to ``new_game()`` " -"from ``_ready()``." +"from ``_ready()`` and replace it with ``pass``." msgstr "" "Pokud jste si jisti, že vše funguje, odeberte volání ``new_game()`` z " "``_ready()``." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po index 18486c7141..b83db4cf06 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -122,13 +122,12 @@ msgstr "" "uzlu k jeho kotvě. Viz :ref:`doc_design_interfaces_with_the_control_nodes` " "pro více informací." -#, fuzzy msgid "" "Arrange the nodes as shown below. You can drag the nodes to place them " "manually, or for more precise placement, use \"Anchor Presets\"." msgstr "" "Uzly můžete přetáhnout a umístit je ručně, nebo pro přesnější umístění " -"použijte následující nastavení:" +"použijte následující nastavení." msgid "ScoreLabel" msgstr "ScoreLabel" @@ -146,9 +145,8 @@ msgstr "" msgid "Message" msgstr "Zpráva" -#, fuzzy msgid "Add the text ``Dodge the Creeps!``." -msgstr "*Text*: ``Dodge the Creeps!``" +msgstr "Přidejte text ``Dodge the Creeps!``." msgid "" "Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one " @@ -166,9 +164,8 @@ msgstr "" msgid "StartButton" msgstr "StartButton" -#, fuzzy msgid "Add the text ``Start``." -msgstr "*Text*: ``Start``" +msgstr "Přidejte text ``Start``." msgid "" "Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size " @@ -191,13 +188,12 @@ msgstr "" msgid "Now add this script to ``HUD``:" msgstr "Nyní přidejte tento skript do ``HUD``:" -#, fuzzy msgid "" "We now want to display a message temporarily, such as \"Get Ready\", so we " "add the following code" msgstr "" -"Tato funkce se volá, když chceme dočasně zobrazit zprávu, například " -"„Připravte se“." +"Nyní cheme zobrazit dočasnou zprávu, například „Připravte se“, takže přidáme " +"následující kód" #, fuzzy msgid "" @@ -234,8 +230,8 @@ msgstr "" #, fuzzy msgid "" -"Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` " -"signal of ``StartButton``, and add the following code to the new functions:" +"Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` " +"signal of ``MessageTimer``, and add the following code to the new functions:" msgstr "" "Připojte signál ``timeout()`` uzlu ``MessageTimer`` a ``pressed()`` signál " "uzlu ``StartButton`` a k novým funkcím přidejte následující kód:" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po index 51a1f1366d..48b6c44809 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po index d9d3b9aa71..32406f790d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -98,7 +98,10 @@ msgstr "" msgid "You can find a completed version of this project at this location:" msgstr "Dokončenou verzi tohoto projektu najdete na této adrese:" -msgid "https://github.com/godotengine/godot-demo-projects" +#, fuzzy +msgid "" +"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" +"dodge_the_creeps" msgstr "https://github.com/godotengine/godot-demo-projects" msgid "Prerequisites" @@ -109,10 +112,11 @@ msgid "" "complete :ref:`Getting Started `." msgstr "" +#, fuzzy msgid "" "If you're an experienced programmer, you can find the complete demo's source " -"code here: `Godot demo projects `__." +"code here: `Dodge the Creeps source code `__." msgstr "" "Pokud jste zkušení programátoři, kompletní zdrojový kód dema najdete zde: " "`Demo projekty Godot `__." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po index f32a38e1b9..fbb5a01113 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -91,9 +91,8 @@ msgid "" "` to ``Ground``." msgstr "" -#, fuzzy msgid "Your scene tree should look like this" -msgstr "Vaše scéna by měla vypadat takto:" +msgstr "Vaše scéna by měla vypadat takto" msgid "" "A warning sign next to the :ref:`CollisionShape3D ` " diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po index 02dcfd922e..840749b910 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -141,9 +141,8 @@ msgstr "| image5 |" msgid "image5" msgstr "image5" -#, fuzzy msgid "Save the scene as ``player.tscn``" -msgstr "Uložte scénu jako ``Player.tscn``." +msgstr "Uložte scénu jako ``player.tscn``" msgid "" "With the nodes ready, we can almost get coding. But first, we need to define " diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po index f43ec2df06..27e9242cf0 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -99,22 +99,8 @@ msgid "" msgstr "" msgid "" -"In this case, we also get the ``Pivot`` node and call its ``look_at()`` " -"method. This method takes a position in space to look at in global " -"coordinates and the up direction. In this case, we can use the ``Vector3." -"UP`` constant." -msgstr "" - -msgid "" -"A node's local coordinates, like ``position``, are relative to their parent. " -"Global coordinates, like ``global_position`` are relative to the world's " -"main axes you can see in the viewport instead." -msgstr "" - -msgid "" -"In 3D, the property that contains a node's position is ``position``. By " -"adding the ``direction`` to it, we get a position to look at that's one " -"meter away from the ``Player``." +"We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " +"` that looks in the ``direction`` direction." msgstr "" msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po index b7036091d8..ba6705d220 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,9 +58,8 @@ msgstr "| image1 |" msgid "image1" msgstr "image1" -#, fuzzy msgid "Add a :ref:`CollisionShape3D `." -msgstr ":ref:`CollisionShape2D `" +msgstr "Přidejte :ref:`CollisionShape3D `." msgid "|image2|" msgstr "| image2 |" @@ -160,9 +159,8 @@ msgid "" "the ``main.tscn`` scene and call the function from there." msgstr "" -#, fuzzy msgid "Attach a script to the ``Mob``." -msgstr "Ke scéně ``Mob`` přidej skript a vytvoř následující členské proměnné:" +msgstr "Ke scéně ``Mob`` přidejte skript." msgid "|image7|" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po index 6dc4581a2a..fc073bad1f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -293,9 +293,9 @@ msgstr "image18" msgid "" "To sample random positions on it, we need a :ref:`PathFollow3D " "` node. Add a :ref:`PathFollow3D ` " -"as a child of the ``Path3D``. Rename the two nodes to ``SpawnPath`` and " -"``SpawnLocation``, respectively. It's more descriptive of what we'll use " -"them for." +"as a child of the ``Path3D``. Rename the two nodes to ``SpawnLocation`` and " +"``SpawnPath``, respectively. It's more descriptive of what we'll use them " +"for." msgstr "" msgid "|image19|" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po index 05aa9255ce..4cce43aec2 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po index 4c4c473006..7c20644158 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po index 33df65081f..5a0a714a93 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,9 +36,9 @@ msgid "" "the 2D screen, where you can edit your User Interface (UI)." msgstr "" -#, fuzzy msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" -msgstr ":ref:`Label ` s názvem ``ScoreLabel``." +msgstr "" +"Přidejte :ref:`uzel Label ` a pojmenujte ho ``ScoreLabel``" msgid "|image1|" msgstr "| image1 |" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po index 5075a6c259..356a7d1601 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po index 9430cc9185..b5c1bf394b 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po index 4bd8b18b17..dc1fff21d3 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po index 54917988b7..b41d64b8b2 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po index 0a006cb15d..468466de53 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po index 7b0de37adc..68421f239d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po index beec3bad91..60fc7ad54f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po index 9d601315ff..61ff227e5f 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po index 68b5945e49..7c753327d5 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po index 9943d089d4..a44246d403 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po index 3dfb005c75..10111f29c5 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -179,9 +179,10 @@ msgid "" msgstr "" msgid "" -"Play the game by pressing :kbd:`F5` and notice how all balls now bounce a " -"lot more. As the Ball scene is a template for all instances, modifying it " -"and saving causes all instances to update accordingly." +"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how " +"all balls now bounce a lot more. As the Ball scene is a template for all " +"instances, modifying it and saving causes all instances to update " +"accordingly." msgstr "" msgid "" @@ -217,11 +218,12 @@ msgid "" msgstr "" msgid "" -"If you change a value on the ``PhysicsMaterial`` of one instance, it will " -"affect all the others. This is because ``PhysicsMaterial`` is a resource, " -"and resources are shared between instances. To make a resource unique for " -"one instance, right-click on it in the Inspector and click Make Unique in " -"the contextual menu." +"You may notice you are unable to change the values of the " +"``PhysicsMaterial`` of the ball. This is because ``PhysicsMaterial`` is a " +"resource, and needs to be made unique before you can edit it in a scene that " +"is linking to its original scene. To make a resource unique for one " +"instance, right-click on it in the Inspector and click Make Unique in the " +"contextual menu." msgstr "" msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po index b341158315..d36cadeb6e 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po index 5197e9222e..0e6ffc0a0d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,6 +97,11 @@ msgid "" "and click the Create button to create the script." msgstr "" +msgid "" +"C# script names need to match their class name. In this case, you should " +"name the file ``MySprite2D.cs``." +msgstr "" + msgid "" "The Script workspace should appear with your new ``sprite_2d.gd`` file open " "and the following line of code:" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po index 67e2cf4622..90a104cbb6 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -208,6 +208,10 @@ msgid "" "iOS platform support is available as of Godot 4.2, but is experimental and :" "ref:`some limitations apply `." msgstr "" +"Projekty napsané v C# používající Godot 4 nemohou být momentálně exportovány " +"na webové platformy. Zvažte místo toho použití Godot 3 pro použití C# na " +"této platformě. Podpora platform Android a iOS je dostupná pro Godot 4.2, " +"ale je stále experimentální a `platí určitá omezení `." msgid "C++ via GDExtension" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po index 846c258865..610d09e91c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po index 535fc23eed..fd0d9f6101 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/index.po b/sphinx/po/cs/LC_MESSAGES/index.po index 9d7389c152..03c806af28 100644 --- a/sphinx/po/cs/LC_MESSAGES/index.po +++ b/sphinx/po/cs/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,10 +24,10 @@ msgid "Getting started" msgstr "Začínáme" msgid "Manual" -msgstr "Manual" +msgstr "Manuály" msgid "Contributing" -msgstr "Přispívající" +msgstr "Přispějte" msgid "Community" msgstr "Komunita" @@ -52,7 +52,7 @@ msgid "" "hosted.weblate.org/projects/godot-engine/godot-docs>`_." msgstr "" "Tato dokumentace byla přeložena z `anglického originálu `_ členy komunity z `Weblate `_ členy komunity z `Weblate `_." msgid "" @@ -65,15 +65,15 @@ msgstr "" "stránky, které jsou ještě v angličtině. Můžete pomoci komunitě tím, že " "poskytnete nové překlady, nebo přezkoumáte stávající překlady na Weblate." -#, fuzzy msgid "" "For the time being, localized translations are only available for the " "\"stable\" branch. You can still view the English documentation for other " "engine versions using the \"Read the Docs\" panel at the bottom of the " "sidebar." msgstr "" -"Prozatím jsou překlady dostupné pouze v \"latest\" (vývojové) větvi, i " -"přesto jsou vhodné k učení jak používat stable verzi Godotu." +"Prozatím jsou překlady dostupné pouze pro \"stable\" verzi enginu. " +"Dokumentaci pro ostatní verze enginu naleznete na konci bočního panelu v " +"\"Přečíst dokumentaci\"." msgid "" "Welcome to the official documentation of `Godot Engine ` to get an overview of what this " "documentation has to offer." msgstr "" -"Vítejte v oficiální dokumentaci `Godot Engine `__, " +"Vítejte v oficiální dokumentaci `Enginu Godot `__, " "svobodném a open-source komunitou řízeném 2D a 3D herním enginu! Jste-li zde " -"poprvé, doporučujeme prečíst si :ref:`introduction page ` " -"pro lepší představu, co tato dokumentace nabízí." +"poprvé, doporučujeme prečíst si :ref:`úvodní stránku ` pro " +"lepší představu, co tato dokumentace nabízí." -#, fuzzy msgid "" "The table of contents in the sidebar should let you easily access the " "documentation for your topic of interest. You can also use the search " "function in the top-left corner." msgstr "" -"Obsah níže a v bočním panelu vám usnadní přístup k dokumentaci k tématu co " -"vás zajímá. Také můžete využít vyhledávaní v levém horním rohu." +"Obsah v bočním panelu vám usnadní přístup k tématům v dokumentaci o která " +"máte zájem. Také můžete využít funkci vyhledávaní v levém horním rohu." msgid "Get involved" msgstr "Zapojit se" @@ -106,10 +105,11 @@ msgid "" "something, or cannot find what you are looking for in the docs, help us make " "the documentation better by letting us know!" msgstr "" -"Godot Engine je projekt s otevřeným zdrojovým kódem vyvinutý komunitou " -"dobrovolníků. Tým dokumentaristů může jednat na základě vaší zpětné vazby a " -"může zlepšit návody a třídní reference. Pokud nečemu nerozumíte nebo " -"nemůžete najít to, co hledáte v dokumentaci, tak nám dejte vědět!" +"Godot Engine je projekt s otevřeným zdrojovým kódem vyvíjený komunitou " +"dobrovolníků. Tým dokumentaristů vždy ocení vaší zpětnou vazbu a pomoc ke " +"zlepšení návodů a třídních referencí. Pokud nečemu nerozumíte nebo nemůžete " +"najít to, co hledáte v dokumentaci, tak nám dejte vědět a pomozte udělat " +"dokumentaci lepší!" msgid "" "Submit an issue or pull request on the `GitHub repository `_!" msgstr "" -"Ohlašte problém (issue) nebo zašlete řešení (pull request) na `GitHub " +"Ohlašte problém (issue) nebo zašlete požadavek (pull request) na `GitHub " "`_ , pomozte nám `přeložit " "dokumentaci `_ do vašeho " "jazyka nebo si s námi promluvte na ``#documentation`` kanálu na `Godot " @@ -130,22 +130,21 @@ msgstr "weblate_widget" msgid "Translation status" msgstr "Stav překladu" -#, fuzzy msgid "Offline documentation" -msgstr "Online dokumentace (RST)" +msgstr "Offline dokumentace" msgid "" "To browse the documentation offline, you can use the mirror of the " "documentation hosted on `DevDocs `__. To enable " "offline browsing on DevDocs, you need to:" msgstr "" -"K procházení offline dokumentace, můžete použít zrcadlo dokumentace umístěné " -"na adrese `DevDocs `__. Chcete-li v aplikaci " -"DevDocs povolit procházení offline, musíte:" +"K procházení offline dokumentace, můžete použít odkaz k dokumentaci umístěné " +"na adrese `DevDocs `__. Chcete-li povolit " +"procházení offline, na stránkách DevDocs musíte:" msgid "Click the three dots in the top-left corner, choose **Preferences**." msgstr "" -"Klikněte na tři tečky umístěné v levém horním rodu a vyberete **Předvolby**." +"Klikněte na tři tečky umístěné v levém horním rohu a vyberte **Preferences**." msgid "" "Enable the desired version of the Godot documentation by checking the box " @@ -159,23 +158,20 @@ msgstr "" "Klikněte na tři tečky umístěné v levém horním rohu a vyberte **Offline " "data**." -#, fuzzy msgid "Click the **Install** link next to the Godot documentation." -msgstr "Co je dokumentace Godot" +msgstr "Klikněte na odkaz **Install** vedle dokumentace Godot." -#, fuzzy msgid "" "You can also `download an HTML copy `__ for " "offline reading (updated every Monday). Extract the ZIP archive then open " "the top-level ``index.html`` in a web browser." msgstr "" -"Můžete si také `stáhnout HTML kopii `__ pro " -"offline čtení (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté " -"otevřete horní úroveň ``index.html`` ve webovém prohlížeči." +"Můžete si také `stáhnout kopii HTML `__ pro " +"čtení offline (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté " +"otevřete nejvýše umístěný soubor ``index.html`` ve webovém prohlížeči." -#, fuzzy msgid "" "For mobile devices or e-readers, you can also `download an ePub copy " "`__ pro " -"offline čtení (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté " -"otevřete horní úroveň ``index.html`` ve webovém prohlížeči." +"Pro mobilní zařízení a čtečky knih si můžete také `stáhnout kopii ePub " +"`__ pro čtení offline (aktualizováno každé " +"pondělí). Rozbalte archiv ZIP a poté otevřete soubor ``GodotEngine.epub`` v " +"aplikaci pro čtení e-knížek." diff --git a/sphinx/po/cs/LC_MESSAGES/sphinx.po b/sphinx/po/cs/LC_MESSAGES/sphinx.po index f32a9e36ed..7458864770 100644 --- a/sphinx/po/cs/LC_MESSAGES/sphinx.po +++ b/sphinx/po/cs/LC_MESSAGES/sphinx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,20 +20,17 @@ msgstr "" msgid "Languages" msgstr "Jazyky" -#, fuzzy msgid "Versions" -msgstr "**Verze**" +msgstr "Verze" msgid "On Read the Docs" -msgstr "" +msgstr "Na stránkách Read the Docs" -#, fuzzy msgid "Project Home" -msgstr "Nastavení projektu" +msgstr "Stránka projektu" -#, fuzzy msgid "Builds" -msgstr "Vestavěné" +msgstr "Sestavení" msgid "Downloads" -msgstr "Stažené" +msgstr "Ke stažení" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po index 2bb1a9819e..8ea26f3d81 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -81,9 +81,8 @@ msgid "" "For these nodes, you can use 2D multisample antialiasing instead." msgstr "" -#, fuzzy msgid "Multisample antialiasing (MSAA)" -msgstr "Vícenásobné vyhlazování (MSAA)." +msgstr "Vícenásobné vyhlazování (MSAA)" msgid "" "Before enabling MSAA in 2D, it's important to understand what MSAA will " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 1365798e02..4d4873c954 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -371,9 +371,8 @@ msgid "" "depending on their respective **Occluder Light Mask** properties." msgstr "" -#, fuzzy msgid "Hard shadows" -msgstr "Tvrdé nebo měkké stíny." +msgstr "Tvrdé stíny" msgid "Soft shadows (PCF13, Filter Smooth 1.5)" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po index 9cd0f0789f..0e1cf1de49 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po index 42d296723a..ad3d04487c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 8b60445e77..abb4c70886 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po index 7de118abbd..52dbf89ce0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po index f6889aea04..73bf0d2385 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 46a444dfa7..41c9cd9af9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,10 +24,11 @@ msgid "Introduction" msgstr "Úvod" msgid "" -"Godot has nodes to draw sprites, polygons, particles, and all sorts of " -"stuff. For most cases, this is enough. If there's no node to draw something " -"specific you need, you can make any 2D node (for example, :ref:`Control " -"` or :ref:`Node2D ` based) draw custom commands." +"Godot has nodes to draw sprites, polygons, particles, text, and many other " +"common game development needs. However, if you need something specific not " +"covered with the standard nodes you can make any 2D node (for example, :ref:" +"`Control ` or :ref:`Node2D `-based) draw on " +"screen using custom commands." msgstr "" msgid "" @@ -40,14 +41,9 @@ msgid "" msgstr "" msgid "" -"Visualizations that are not that compatible with nodes, such as a tetris " -"board. (The tetris example uses a custom draw function to draw the blocks.)" -msgstr "" - -msgid "" -"Drawing a large number of simple objects. Custom drawing avoids the overhead " -"of using a large number of nodes, possibly lowering memory usage and " -"improving performance." +"Drawing a large number of simple objects, such as a grid or a board for a 2d " +"game. Custom drawing avoids the overhead of using a large number of nodes, " +"possibly lowering memory usage and improving performance." msgstr "" msgid "" @@ -61,224 +57,73 @@ msgstr "" msgid "" "Add a script to any :ref:`CanvasItem ` derived node, like :" "ref:`Control ` or :ref:`Node2D `. Then override " -"the ``_draw()`` function." +"the :ref:`_draw()` function." msgstr "" msgid "" "Draw commands are described in the :ref:`CanvasItem ` " -"class reference. There are plenty of them." +"class reference. There are plenty of them and we will see some of them in " +"the examples below." msgstr "" msgid "Updating" msgstr "" msgid "" -"The ``_draw()`` function is only called once, and then the draw commands are " -"cached and remembered, so further calls are unnecessary." +"The :ref:`_draw ` function is only " +"called once, and then the draw commands are cached and remembered, so " +"further calls are unnecessary." msgstr "" msgid "" -"If re-drawing is required because a state or something else changed, call :" -"ref:`CanvasItem.queue_redraw() ` in " -"that same node and a new ``_draw()`` call will happen." +"If re-drawing is required because a variable or something else changed, " +"call :ref:`CanvasItem.queue_redraw ` " +"in that same node and a new ``_draw()`` call will happen." msgstr "" msgid "" -"Here is a little more complex example, a texture variable that will be " -"redrawn if modified:" +"Here is a little more complex example, where we have a texture variable that " +"can be modified at any time, and using a :ref:" +"`setter`, it forces a redraw of the " +"texture when modified:" msgstr "" msgid "" -"In some cases, it may be desired to draw every frame. For this, call " -"``queue_redraw()`` from the ``_process()`` callback, like this:" +"To see it in action, you can set the texture to be the Godot icon on the " +"editor by dragging and dropping the default ``icon.svg`` from the " +"``FileSystem`` tab to the Texture property on the ``Inspector`` tab. When " +"changing the ``Texture`` property value while the previous script is " +"running, the texture will also change automatically." msgstr "" -msgid "Coordinates" +msgid "" +"In some cases, we may need to redraw every frame. For this, call :ref:" +"`queue_redraw ` from the :ref:" +"`_process ` method, like this:" +msgstr "" + +msgid "Coordinates and line width alignment" msgstr "" msgid "" "The drawing API uses the CanvasItem's coordinate system, not necessarily " -"pixel coordinates. Which means it uses the coordinate space created after " -"applying the CanvasItem's transform. Additionally, you can apply a custom " -"transform on top of it by using :ref:" +"pixel coordinates. This means ``_draw()`` uses the coordinate space created " +"after applying the CanvasItem's transform. Additionally, you can apply a " +"custom transform on top of it by using :ref:" "`draw_set_transform` or :ref:" "`draw_set_transform_matrix`." msgstr "" msgid "" -"When using ``draw_line``, you should consider the width of the line. When " -"using a width that is an odd size, the position should be shifted by ``0.5`` " -"to keep the line centered as shown below." -msgstr "" - -msgid "The same applies to the ``draw_rect`` method with ``filled = false``." -msgstr "" - -msgid "An example: drawing circular arcs" +"When using :ref:`draw_line `, you should " +"consider the width of the line. When using a width that is an odd size, the " +"position of the start and end points should be shifted by ``0.5`` to keep " +"the line centered, as shown below." msgstr "" msgid "" -"We will now use the custom drawing functionality of the Godot Engine to draw " -"something that Godot doesn't provide functions for. As an example, Godot " -"provides a ``draw_circle()`` function that draws a whole circle. However, " -"what about drawing a portion of a circle? You will have to code a function " -"to perform this and draw it yourself." -msgstr "" - -msgid "Arc function" -msgstr "" - -msgid "" -"An arc is defined by its support circle parameters, that is, the center " -"position and the radius. The arc itself is then defined by the angle it " -"starts from and the angle at which it stops. These are the 4 arguments that " -"we have to provide to our drawing function. We'll also provide the color " -"value, so we can draw the arc in different colors if we wish." -msgstr "" - -msgid "" -"Basically, drawing a shape on the screen requires it to be decomposed into a " -"certain number of points linked from one to the next. As you can imagine, " -"the more points your shape is made of, the smoother it will appear, but the " -"heavier it will also be in terms of processing cost. In general, if your " -"shape is huge (or in 3D, close to the camera), it will require more points " -"to be drawn without it being angular-looking. On the contrary, if your shape " -"is small (or in 3D, far from the camera), you may decrease its number of " -"points to save processing costs; this is known as *Level of Detail (LOD)*. " -"In our example, we will simply use a fixed number of points, no matter the " -"radius." -msgstr "" - -msgid "" -"Remember the number of points our shape has to be decomposed into? We fixed " -"this number in the ``nb_points`` variable to a value of ``32``. Then, we " -"initialize an empty ``PackedVector2Array``, which is simply an array of " -"``Vector2``\\ s." -msgstr "" - -msgid "" -"The next step consists of computing the actual positions of these 32 points " -"that compose an arc. This is done in the first for-loop: we iterate over the " -"number of points for which we want to compute the positions, plus one to " -"include the last point. We first determine the angle of each point, between " -"the starting and ending angles." -msgstr "" - -msgid "" -"The reason why each angle is decreased by 90° is that we will compute 2D " -"positions out of each angle using trigonometry (you know, cosine and sine " -"stuff...). However, ``cos()`` and ``sin()`` use radians, not degrees. The " -"angle of 0° (0 radian) starts at 3 o'clock, although we want to start " -"counting at 12 o'clock. So we decrease each angle by 90° in order to start " -"counting from 12 o'clock." -msgstr "" - -msgid "" -"The actual position of a point located on a circle at angle ``angle`` (in " -"radians) is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` " -"and ``sin()`` return values between -1 and 1, the position is located on a " -"circle of radius 1. To have this position on our support circle, which has a " -"radius of ``radius``, we simply need to multiply the position by ``radius``. " -"Finally, we need to position our support circle at the ``center`` position, " -"which is performed by adding it to our ``Vector2`` value. Finally, we insert " -"the point in the ``PackedVector2Array`` which was previously defined." -msgstr "" - -msgid "" -"Now, we need to actually draw our points. As you can imagine, we will not " -"simply draw our 32 points: we need to draw everything that is between each " -"of them. We could have computed every point ourselves using the previous " -"method, and drew it one by one. But this is too complicated and inefficient " -"(except if explicitly needed), so we simply draw lines between each pair of " -"points. Unless the radius of our support circle is big, the length of each " -"line between a pair of points will never be long enough to see them. If that " -"were to happen, we would simply need to increase the number of points." -msgstr "" - -msgid "Draw the arc on the screen" -msgstr "" - -msgid "" -"We now have a function that draws stuff on the screen; it is time to call it " -"inside the ``_draw()`` function:" -msgstr "" - -msgid "Result:" -msgstr "" - -msgid "Arc polygon function" -msgstr "" - -msgid "" -"We can take this a step further and not only write a function that draws the " -"plain portion of the disc defined by the arc, but also its shape. The method " -"is exactly the same as before, except that we draw a polygon instead of " -"lines:" -msgstr "" - -msgid "Dynamic custom drawing" -msgstr "" - -msgid "" -"All right, we are now able to draw custom stuff on the screen. However, it " -"is static; let's make this shape turn around the center. The solution to do " -"this is simply to change the angle_from and angle_to values over time. For " -"our example, we will simply increment them by 50. This increment value has " -"to remain constant or else the rotation speed will change accordingly." -msgstr "" - -msgid "" -"First, we have to make both angle_from and angle_to variables global at the " -"top of our script. Also note that you can store them in other nodes and " -"access them using ``get_node()``." -msgstr "" - -msgid "We make these values change in the _process(delta) function." -msgstr "" - -msgid "" -"We also increment our angle_from and angle_to values here. However, we must " -"not forget to ``wrap()`` the resulting values between 0 and 360°! That is, " -"if the angle is 361°, then it is actually 1°. If you don't wrap these " -"values, the script will work correctly, but the angle values will grow " -"bigger and bigger over time until they reach the maximum integer value Godot " -"can manage (``2^31 - 1``). When this happens, Godot may crash or produce " -"unexpected behavior." -msgstr "" - -msgid "" -"Finally, we must not forget to call the ``queue_redraw()`` function, which " -"automatically calls ``_draw()``. This way, you can control when you want to " -"refresh the frame." -msgstr "" - -msgid "" -"Also, don't forget to modify the ``_draw()`` function to make use of these " -"variables:" -msgstr "" - -msgid "" -"Let's run! It works, but the arc is rotating insanely fast! What's wrong?" -msgstr "" - -msgid "" -"The reason is that your GPU is actually displaying the frames as fast as it " -"can. We need to \"normalize\" the drawing by this speed; to achieve that, we " -"have to make use of the ``delta`` parameter of the ``_process()`` function. " -"``delta`` contains the time elapsed between the two last rendered frames. It " -"is generally small (about 0.0003 seconds, but this depends on your " -"hardware), so using ``delta`` to control your drawing ensures that your " -"program runs at the same speed on everybody's hardware." -msgstr "" - -msgid "" -"In our case, we simply need to multiply our ``rotation_angle`` variable by " -"``delta`` in the ``_process()`` function. This way, our 2 angles will be " -"increased by a much smaller value, which directly depends on the rendering " -"speed." -msgstr "" - -msgid "Let's run again! This time, the rotation displays fine!" +"The same applies to the :ref:`draw_rect ` " +"method with ``filled = false``." msgstr "" msgid "Antialiased drawing" @@ -298,13 +143,421 @@ msgid "" "information." msgstr "" +msgid "" +"Here is a comparison of a line of minimal width (``width=-1``) drawn with " +"``antialiased=false``, ``antialiased=true``, and ``antialiased=false`` with " +"2D MSAA 2x, 4x, and 8x enabled." +msgstr "" + msgid "Tools" msgstr "Nástroje" msgid "" "Drawing your own nodes might also be desired while running them in the " "editor. This can be used as a preview or visualization of some feature or " -"behavior. See :ref:`doc_running_code_in_the_editor` for more information." +"behavior." +msgstr "" + +msgid "" +"To do this, you can use the :ref:`tool annotation` " +"on both GDScript and C#. See :ref:`the example " +"below` and :ref:" +"`doc_running_code_in_the_editor` for more information." +msgstr "" + +msgid "Example 1: drawing a custom shape" +msgstr "" + +msgid "" +"We will now use the custom drawing functionality of the Godot Engine to draw " +"something that Godot doesn't provide functions for. We will recreate the " +"Godot logo but with code- only using drawing functions." +msgstr "" + +msgid "You will have to code a function to perform this and draw it yourself." +msgstr "" + +msgid "" +"The following instructions use a fixed set of coordinates that could be too " +"small for high resolution screens (larger than 1080p). If that is your case, " +"and the drawing is too small consider increasing your window scale in ``Menu " +"> Project > Project settings > display/window/stretch/scale`` to adjust the " +"project to a higher resolution (a 2 or 4 scale tends to work well)." +msgstr "" + +#, fuzzy +msgid "Drawing a custom polygon shape" +msgstr "Vytvoření vlastního uzlu" + +msgid "" +"While there is a dedicated node to draw custom polygons ( :ref:`Polygon2D " +"`), we will use in this case exclusively lower level " +"drawing functions to combine them on the same node and be able to create " +"more complex shapes later on." +msgstr "" + +msgid "" +"First, we will define a set of points -or X and Y coordinates- that will " +"form the base of our shape:" +msgstr "" + +msgid "" +"This format, while compact, is not the one that Godot understands to draw a " +"polygon. In a different scenario we could have to load these coordinates " +"from a file or calculate the positions while the application is running, so " +"some transformation may be needed." +msgstr "" + +msgid "" +"To transform these coordinates into the right format, we will create a new " +"method ``float_array_to_Vector2Array()``. Then we will override the " +"``_ready()`` function, which Godot will call only once -at the start of the " +"execution- to load those coordinates into a variable:" +msgstr "" + +msgid "" +"To finally draw our first shape, we will use the method :ref:`draw_polygon " +"` and pass the points (as an array of " +"Vector2 coordinates) and its color, like this:" +msgstr "" + +#, fuzzy +msgid "When running it you should see something like this:" +msgstr "Vaše animace by měla vypadat přibližně takto." + +msgid "" +"Note the lower part of the logo looks segmented- this is because a low " +"amount of points were used to define that part. To simulate a smooth curve, " +"we could add more points to our array, or maybe use a mathematical function " +"to interpolate a curve and create a smooth shape from code (see :ref:" +"`example 2`)." +msgstr "" + +msgid "" +"Polygons will always **connect its last defined point to its first one** in " +"order to have a closed shape." +msgstr "" + +#, fuzzy +msgid "Drawing connected lines" +msgstr "Konvence pojmenování" + +msgid "" +"Drawing a sequence of connected lines that don't close down to form a " +"polygon is very similar to the previous method. We will use a connected set " +"of lines to draw Godot's logo mouth." +msgstr "" + +msgid "" +"First, we will define the list of coordinates that form the mouth shape, " +"like this:" +msgstr "" + +msgid "" +"We will load these coordinates into a variable and define an additional " +"variable with the configurable line thickness:" +msgstr "" + +msgid "" +"And finally we will use the method :ref:`draw_polyline " +"` to actually draw the line, like " +"this:" +msgstr "" + +#, fuzzy +msgid "You should get the following output:" +msgstr "Vyplňte formulář s následujícím nastavením:" + +msgid "" +"Unlike ``draw_polygon()``, polylines can only have a single unique color for " +"all its points (the second argument). This method has 2 additional " +"arguments: the width of the line (which is as small as possible by default) " +"and enabling or disabling the anti-aliasing (it is disabled by default)." +msgstr "" + +msgid "" +"The order of the ``_draw`` calls is important- like with the Node positions " +"on the tree hierarchy, the different shapes will be drawn from top to " +"bottom, resulting in the latest shapes hiding earlier ones if they overlap. " +"In this case we want the mouth drawn over the head, so we put it afterwards." +msgstr "" + +msgid "" +"Notice how we can define colors in different ways, either with a hexadecimal " +"code or a predefined color name. Check the class :ref:`Color ` " +"for other constants and ways to define Colors." +msgstr "" + +#, fuzzy +msgid "Drawing circles" +msgstr "Vytváření ikon" + +msgid "" +"To create the eyes, we are going to add 4 additional calls to draw the eye " +"shapes, in different sizes, colors and positions." +msgstr "" + +msgid "" +"To draw a circle, you position it based on its center using the :ref:" +"`draw_circle ` method. The first " +"parameter is a :ref:`Vector2` with the coordinates of its " +"center, the second is its radius, and the third is its color:" +msgstr "" + +#, fuzzy +msgid "When executing it, you should have something like this:" +msgstr "Vaše scéna by nyní měla vypadat nějak takto:" + +msgid "" +"For partial, unfilled arcs (portions of a circle shape between certain " +"arbitrary angles), you can use the method :ref:`draw_arc " +"`." +msgstr "" + +#, fuzzy +msgid "Drawing lines" +msgstr "Prázdné řádky" + +msgid "" +"To draw the final shape (the nose) we will use a line to approximate it." +msgstr "" + +msgid "" +":ref:`draw_line ` can be used to draw a " +"single segment by providing its start and end coordinates as arguments, like " +"this:" +msgstr "" + +msgid "You should now be able to see the following shape on screen:" +msgstr "" + +msgid "" +"Note that if multiple unconnected lines are going to be drawn at the same " +"time, you may get additional performance by drawing all of them in a single " +"call, using the :ref:`draw_multiline " +"` method." +msgstr "" + +#, fuzzy +msgid "Drawing text" +msgstr "Formátování" + +msgid "" +"While using the :ref:`Label ` Node is the most common way to " +"add text to your application, the low level `_draw` function includes " +"functionality to add text to your custom Node drawing. We will use it to add " +"the name \"GODOT\" under the robot head." +msgstr "" + +msgid "" +"We will use the :ref:`draw_string ` " +"method to do it, like this:" +msgstr "" + +msgid "" +"Here we first load into the defaultFont variable the configured default " +"theme font (a custom one can be set instead) and then we pass the following " +"parameters: font, position, text, horizontal alignment, width, and font size." +msgstr "" + +msgid "You should see the following on your screen:" +msgstr "" + +msgid "" +"Additional parameters as well as other methods related to text and " +"characters can be found on the :ref:`CanvasItem ` class " +"reference." +msgstr "" + +msgid "Show the drawing while editing" +msgstr "" + +msgid "" +"While the code so far is able to draw the logo on a running window, it will " +"not show up on the ``2D view`` on the editor. In certain cases you would " +"also like to show your custom Node2D or control on the editor, to position " +"and scale it appropriately, like most other nodes do." +msgstr "" + +msgid "" +"To show the logo directly on the editor (without running it), you can use " +"the :ref:`@tool` annotation to request the custom " +"drawing of the node to also appear while editing, like this:" +msgstr "" + +msgid "" +"You will need to save your scene, rebuild your project (for C# only) and " +"reload the current scene manually at the menu option ``Scene > Reload Saved " +"Scene`` to refresh the current node in the ``2D`` view the first time you " +"add or remove the ``@tool`` annotation." +msgstr "" + +msgid "Animation" +msgstr "Animace" + +msgid "" +"If we wanted to make the custom shape change at runtime, we could modify the " +"methods called or its arguments at execution time, or apply a transform." +msgstr "" + +msgid "" +"For example, if we want the custom shape we just designed to rotate, we " +"could add the following variable and code to the ``_ready`` and ``_process`` " +"methods:" +msgstr "" + +msgid "" +"The problem with the above code is that because we have created the points " +"approximately on a rectangle starting from the upper left corner, the ``(0, " +"0)`` coordinate and extending to the right and down, we see that the " +"rotation is done using the top left corner as pivot. A position transform " +"change on the node won't help us here, as the rotation transform is applied " +"first." +msgstr "" + +msgid "" +"While we could rewrite all of the points' coordinates to be centered around " +"``(0, 0)``, including negative coordinates, that would be a lot of work." +msgstr "" + +msgid "" +"One possible way to work around this is to use the lower level :ref:" +"`draw_set_transform` method to " +"fix this issue, translating all points in the CanvasItem's own space, and " +"then moving it back to its original place with a regular node transform, " +"either in the editor or in code, like this:" +msgstr "" + +msgid "This is the result, rotating around a pivot now on ``(60, 60)``:" +msgstr "" + +msgid "" +"If what we wanted to animate was a property inside the ``_draw()`` call, we " +"must remember to call ``queue_redraw()`` to force a refresh, as otherwise it " +"would not be updated on screen." +msgstr "" + +msgid "" +"For example, this is how we can make the robot appear to open and close its " +"mouth, by changing the width of its mouth line follow a sinusoidal (:ref:" +"`sin`) curve:" +msgstr "" + +#, fuzzy +msgid "It will look somewhat like this when run:" +msgstr "Vaše scéna by nyní měla vypadat nějak takto:" + +msgid "" +"Please note that ``_mouth_width`` is a user defined property like any other " +"and it or any other used as a drawing argument can be animated using more " +"standard and high level methods such as a :ref:`Tween` or an :" +"ref:`AnimationPlayer` Node. The only difference is " +"that a ``queue_redraw()`` call is needed to apply those changes so they get " +"shown on screen." +msgstr "" + +msgid "Example 2: drawing a dynamic line" +msgstr "" + +msgid "" +"The previous example was useful to learn how to draw and modify nodes with " +"custom shapes and animations. This could have some advantages, such as using " +"exact coordinates and vectors for drawing, rather than bitmaps -which means " +"they will scale well when transformed on screen. In some cases, similar " +"results could be achieved composing higher level functionality with nodes " +"such as :ref:`sprites` or :ref:" +"`AnimatedSprites` loading SVG resources (which are " +"also images defined with vectors) and the :ref:" +"`AnimationPlayer` node." +msgstr "" + +msgid "" +"In other cases that will not be possible because we will not know what the " +"resulting graphical representation will be before running the code. Here we " +"will see how to draw a dynamic line whose coordinates are not known " +"beforehand, and are affected by the user's input." +msgstr "" + +msgid "Drawing a straight line between 2 points" +msgstr "" + +msgid "" +"Let's assume we want to draw a straight line between 2 points, the first one " +"will be fixed on the upper left corner ``(0, 0)`` and the second will be " +"defined by the cursor position on screen." +msgstr "" + +msgid "We could draw a dynamic line between those 2 points like this:" +msgstr "" + +msgid "" +"In this example we obtain the position of the mouse in the default viewport " +"every frame with the method :ref:`get_mouse_position " +"`. If the position has changed " +"since the last draw request (a small optimization to avoid redrawing on " +"every frame)- we will schedule a redraw. Our ``_draw()`` method only has one " +"line: requesting the drawing of a green line of width 10 pixels between the " +"top left corner and that obtained position." +msgstr "" + +#, fuzzy +msgid "" +"The width, color, and position of the starting point can be configured with " +"with the corresponding properties." +msgstr "Výsledek hledan8 cesty lze ovlivnit následujícími způsoby." + +#, fuzzy +msgid "It should look like this when run:" +msgstr "Vaše scéna by měla vypadat takto:" + +msgid "Drawing an arc between 2 points" +msgstr "" + +msgid "" +"The above example works, but we may want to join those 2 points with a " +"different shape or function, other than a straight line." +msgstr "" + +msgid "" +"Let's try now creating an arc (a portion of a circumference) between both " +"points." +msgstr "" + +msgid "" +"Exporting the line starting point, segments, width, color, and antialiasing " +"will allow us to modify those properties very easily directly from the " +"editor inspector panel:" +msgstr "" + +msgid "" +"To draw the arc, we can use the method :ref:" +"`draw_arc`. There are many arcs that pass " +"through 2 points, so we will chose for this example the semicircle that has " +"its center in the middle point between the 2 initial points." +msgstr "" + +msgid "Calculating this arc will be more complex than in the case of the line:" +msgstr "" + +msgid "" +"The center of the semicircle will be the middle point between both points. " +"The radius will be half the distance between both points. The start and end " +"angles will be the angles of the vector from point1 to point2 and vice-" +"versa. Note we had to normalize the ``end_angle`` in positive values because " +"if ``end_angle`` is less than ``start_angle``, the arc will be drawn counter-" +"clockwise, which we don't want in this case (the arc would be upside-down)." +msgstr "" + +msgid "" +"The result should be something like this, with the arc going down and " +"between the points:" +msgstr "" + +msgid "" +"Feel free to play with the parameters in the inspector to obtain different " +"results: change the color, the width, the antialiasing, and increase the " +"number of segments to increase the curve smoothness, at the cost of extra " +"performance." msgstr "" msgid "Translation status" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po index 9534962922..b4344d5b4f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index de7a3bab54..f275cfb773 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 1a19ba5a13..b045cd6faa 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -446,9 +446,8 @@ msgid "" "large top-down TileMap)." msgstr "" -#, fuzzy msgid "Example when using Paint mode:" -msgstr "Příklad hodnotové animační stopy" +msgstr "Příklad kdy použít barvící mód:" msgid "" "Selecting from several times to randomly choose, then painting by holding " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po index 38fa7dd849..64292e7fe7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -697,9 +697,8 @@ msgid "" "properties onto tiles." msgstr "" -#, fuzzy msgid "Painting tile properties using the TileSet editor" -msgstr "Upravte text v textovém editoru." +msgstr "Upravte text v textovém editoru" msgid "" "Tile property painting is especially useful with properties that are time-" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po index b3f7673a65..54bbd4565c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -62,9 +62,8 @@ msgstr "" "\"Godot demo projekty \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po index 3421cb6782..df020ce2d3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po index 1b1273346e..5bf81ce945 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,8 +40,8 @@ msgstr "" msgid "" "If you're looking for an easy to use level design tool for a project, you " -"may want to use `Qodot `__ instead. " -"It lets you design levels using `TrenchBroom `__ instead. It " +"lets you design levels using `TrenchBroom `__ and import them in Godot." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index e9c491458f..3ee4df7978 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -426,6 +426,12 @@ msgid "" "transmittance. In practice, it makes light stand out more across the fog." msgstr "" +msgid "" +"Fog can cause banding to appear on the viewport, especially at higher " +"density levels. See :ref:`doc_3d_rendering_limitations_color_banding` for " +"guidance on reducing banding." +msgstr "" + msgid "Volumetric Fog" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po index c54b3e1fef..f229355956 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po index 2b0faf2077..58a87d8acb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po index b31c2c145d..7806429a32 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,9 +21,8 @@ msgstr "" msgid "Introduction to global illumination" msgstr "Úvod do skinování grafického uživatelského rozhraní" -#, fuzzy msgid "What is global illumination?" -msgstr "Co je dokumentace Godot" +msgstr "Co je globalni osvětlení?" msgid "" "*Global illumination* is a catch-all term used to describe a system of " @@ -211,9 +210,8 @@ msgid "" "**Not available** *when using the Forward Mobile or Compatibility backends.*" msgstr "" -#, fuzzy msgid "**Screen-space indirect lighting (SSIL):**" -msgstr "*GLES3:* Okolní okluze obrazovky." +msgstr "**Nepřímé osvětlení prostoru obrazovky (SSIL):**" msgid "" "The SSIL quality and number of blur passes can be adjusted in the Project " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po index 09518e53a6..49e6f05c14 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po index 048018803c..7fb267a05d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -317,9 +317,8 @@ msgid "" "disabling its **Visible** property." msgstr "" -#, fuzzy msgid "Dynamic" -msgstr "Dynamické:" +msgstr "Dynamické" msgid "" "This is the default mode, and is a compromise between performance and real-" @@ -333,9 +332,8 @@ msgid "" "to create flickering static torches that have their indirect light baked." msgstr "" -#, fuzzy msgid "Static" -msgstr "Statické:" +msgstr "Statické" msgid "" "Both indirect and direct lighting will be baked. Since static surfaces can " @@ -698,5 +696,16 @@ msgid "" "the EXR file will be lost when baking lightmaps again." msgstr "" +msgid "Reducing LightmapGI artifacts" +msgstr "" + +msgid "" +"If you notice LightmapGI nodes popping in and out of existence as the camera " +"moves, this is most likely because the engine is rendering too many " +"LightmapGI instances at once. Godot is limited to rendering 8 LightmapGI " +"nodes at once, which means up to 8 instances can be in the camera view " +"before some of them will start flickering." +msgstr "" + msgid "Translation status" msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po index fd6033cfd2..7eaba09554 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,9 +54,8 @@ msgstr "" msgid "Visual comparison" msgstr "" -#, fuzzy msgid "SDFGI disabled." -msgstr "Deaktivováno" +msgstr "SDFGI deaktivováno." msgid "SDFGI enabled." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po index 843b7b44fa..11ad805c5e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -311,5 +311,20 @@ msgid "" "more pronounced." msgstr "" +msgid "" +"If you notice VoxelGI nodes popping in and out of existence as the camera " +"moves, this is most likely because the engine is rendering too many VoxelGI " +"instances at once. Godot is limited to rendering 8 VoxelGI nodes at once, " +"which means up to 8 instances can be in the camera view before some of them " +"will start flickering." +msgstr "" + +msgid "" +"Additionally, for performance reasons, Godot can only blend between 2 " +"VoxelGI nodes at a given pixel on the screen. If you have more than 2 " +"VoxelGI nodes overlapping, global illumination may appear to flicker as the " +"camera moves or rotates." +msgstr "" + msgid "Translation status" msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 3f1cf599a2..e560965e98 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po index b205a3c9e3..1d96053a49 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 6b49b1275e..6db309e755 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index ebd1ec0942..3cc95daab2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -270,6 +270,17 @@ msgid "" "shadow bias values on a per-light basis." msgstr "" +msgid "" +"**Note on Appearance Changes**: When enabling shadows on a light, be aware " +"that the light's appearance might change compared to when it's rendered " +"without shadows in the compatibility renderer. Due to limitations with older " +"mobile devices, shadows are implemented using a multi-pass rendering " +"approach so lights with shadows are rendered in sRGB space instead of linear " +"space. This change in rendering space can sometimes drastically alter the " +"light's appearance. To achieve a similar appearance to an unshadowed light, " +"you may need to adjust the light's energy setting." +msgstr "" + msgid "Directional light" msgstr "" @@ -289,7 +300,7 @@ msgstr "" msgid "" "Every face whose front-side is hit by the light rays is lit, while the " -"others stay dark. Unlike most other light types directional lights, don't " +"others stay dark. Unlike most other light types, directional lights don't " "have specific parameters." msgstr "" @@ -322,7 +333,14 @@ msgid "" "To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used. " "This splits the view frustum in 2 or 4 areas. Each area gets its own shadow " "map. This allows small areas close to the viewer to have the same shadow " -"resolution as a huge, far-away area." +"resolution as a huge, far-away area. When shadows are enabled for " +"DirectionalLight3D, the default shadow mode is PSSM with 4 splits. In " +"scenarios where an object is large enough to appear in all four splits, it " +"results in increased draw calls. Specifically, such an object will be " +"rendered five times in total: once for each of the four shadow splits and " +"once for the final scene rendering. This can impact performance, " +"understanding this behavior is important for optimizing your scene and " +"managing performance expectations." msgstr "" msgid "With this, shadows become more detailed:" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po index 3aa878a5c0..2a6c69bc90 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po index a7a63a3d37..af1cb354c4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po new file mode 100644 index 0000000000..3913d1bc9d --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po @@ -0,0 +1,276 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle attractors" +msgstr "Shadery částic" + +#, fuzzy +msgid "Particle attractors" +msgstr "Shadery částic" + +msgid "" +"Particle attractors are nodes that apply a force to all particles within " +"their reach. They pull particles closer or push them away based on the " +"direction of that force. There are three types of attractors: :ref:" +"`class_GPUParticlesAttractorBox3D`, :ref:" +"`class_GPUParticlesAttractorSphere3D`, and :ref:" +"`class_GPUParticlesAttractorVectorField3D`. You can instantiate them at " +"runtime and change their properties from gameplay code; you can even animate " +"and combine them for complex attraction effects." +msgstr "" + +msgid "Particle attractors are not yet implemented for 2D particle systems." +msgstr "" + +msgid "" +"The first thing you have to do if you want to use attractors is enable the " +"``Attractor Interaction`` property on the ParticleProcessMaterial. Do this " +"for every particle system that needs to react to attractors. Like most " +"properties in Godot, you can also change this at runtime." +msgstr "" + +#, fuzzy +msgid "Common properties" +msgstr "Seskupování vlastností" + +#, fuzzy +msgid "Common particle attractor properties" +msgstr "Seskupování vlastností" + +#, fuzzy +msgid "Common attractor properties" +msgstr "Seskupování vlastností" + +msgid "" +"There are some properties that you can find on all attractors. They're " +"located in the ``GPUParticlesAttractor3D`` section in the inspector." +msgstr "" + +msgid "" +"``Strength`` controls how strong the attractor force is. A positive value " +"pulls particles closer to the attractor's center, while a negative value " +"pushes them away." +msgstr "" + +msgid "" +"``Attenuation`` controls the strength falloff within the attractor's " +"influence region. Every particle attractor has a boundary. Its strength is " +"weakest at the border of this boundary and strongest at its center. " +"Particles outside of the boundary are not affected by the attractor at all. " +"The attenuation curve controls how the strength weakens over that distance. " +"A straight line means that the strength is proportional to the distance: if " +"a particle is halfway between the boundary and the center, the attractor " +"strength will be half of what it is at the center. Different curve shapes " +"change how fast particles accelerate towards the attractor." +msgstr "" + +msgid "Different attractor attenuation curves" +msgstr "" + +msgid "" +"Strength increase variations: constantly over the distance to the attractor " +"(left), fast at the boundary border and slowly at the center (middle), " +"slowly at the boundary and fast at the center (right)." +msgstr "" + +msgid "" +"The ``Directionality`` property changes the direction towards which " +"particles are pulled. At a value of ``0.0``, there is no directionality, " +"which means that particles are pulled towards the attractor's center. At " +"``1.0``, the attractor is fully directional, which means particles will be " +"pulled along the attractor's local ``-Z``-axis. You can change the global " +"direction by rotating the attractor. If ``Strength`` is negative, particles " +"are instead pulled along the ``+Z``-axis." +msgstr "" + +msgid "Different attractor directionality values" +msgstr "" + +msgid "" +"No directionality (left) vs. full directionality (right). Notice how the " +"particles move along the attractor's local Z-axis." +msgstr "" + +msgid "" +"The ``Cull Mask`` property controls which particle systems are affected by " +"an attractor based on each system's :ref:`visibility layers " +"`. A particle system is only affected by an " +"attractor if at least one of the system's visibility layers is enabled in " +"the attractor's cull mask." +msgstr "" + +msgid "" +"There is a `known issue `_ with GPU particle attractors that prevent the cull mask from " +"working properly in Godot 4.0. We will update the documentation as soon as " +"it is fixed." +msgstr "" + +#, fuzzy +msgid "Box attractors" +msgstr "Vlastní iterátory" + +msgid "Particle attractor box" +msgstr "" + +msgid "Box attractor in the node list" +msgstr "" + +msgid "" +"Box attractors have a box-shaped influence region. You control their size " +"with the ``Extents`` property. Box extents always measure half of the sides " +"of its bounds, so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an " +"influence region that is 2 meters wide on each side." +msgstr "" + +msgid "" +"To create a box attractor, add a new child node to your scene and select " +"``GPUParticlesAttractorBox3D`` from the list of available nodes. You can " +"animate the box position or attach it to a moving node for more dynamic " +"effects." +msgstr "" + +msgid "Box attractor parts particle field" +msgstr "" + +msgid "" +"A box attractor with a negative strength value parts a particle field as it " +"moves through it." +msgstr "" + +#, fuzzy +msgid "Sphere attractors" +msgstr "Operátory" + +#, fuzzy +msgid "Particle attractor sphere" +msgstr "Shadery částic" + +msgid "Sphere attractor in the node list" +msgstr "" + +msgid "" +"Sphere attractors have a spherical influence region. You control their size " +"with the ``Radius`` property. While box attractors don't have to be perfect " +"cubes, sphere attractors will always be spheres: You can't set width " +"independently from height. If you want to use a sphere attractor for " +"elongated shapes, you have to change its ``Scale`` in the attractor's " +"``Node3D`` section." +msgstr "" + +msgid "" +"To create a sphere attractor, add a new child node to your scene and select " +"``GPUParticlesAttractorSphere3D`` from the list of available nodes. You can " +"animate the sphere position or attach it to a moving node for more dynamic " +"effects." +msgstr "" + +msgid "Sphere attractor parts particle field" +msgstr "" + +msgid "" +"A sphere attractor with a negative strength value parts a particle field as " +"it moves through it." +msgstr "" + +#, fuzzy +msgid "Vector field attractors" +msgstr "Operace s vektory" + +msgid "Particle attractor vector field" +msgstr "" + +msgid "Vector field attractor in the node list" +msgstr "" + +msgid "" +"A vector field is a 3D area that contains vectors positioned on a grid. The " +"grid density controls how many vectors there are and how far they're spread " +"apart. Each vector in a vector field points in a specific direction. This " +"can be completely random or aligned in a way that forms distinct patterns " +"and paths." +msgstr "" + +msgid "" +"When particles interact with a vector field, their movement direction " +"changes to match the nearest vector in the field. As a particle moves closer " +"to the next vector in the field, it changes direction to match that vector's " +"direction. The particle's speed depends on the vector's length." +msgstr "" + +msgid "" +"Like box attractors, vector field attractors have a box-shaped influence " +"region. You control their size with the ``Extents`` property, where a value " +"of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an influence region that is 2 " +"meters wide on each side. The ``Texture`` property takes a :ref:`3D texture " +"` where every pixel represents a vector with the pixel's " +"color interpreted as the vector's direction and size." +msgstr "" + +msgid "" +"When a texture is used as a vector field, there are two types of conversion " +"you need to be aware of:" +msgstr "" + +msgid "" +"The texture coordinates map to the attractor bounds. The image below shows " +"which part of the texture corresponds to which part of the vector field " +"volume. For example, the bottom half of the texture affects the top half of " +"the vector field attractor because ``+Y`` points down in the texture UV " +"space, but up in Godot's world space." +msgstr "" + +msgid "" +"The pixel color values map to direction vectors in space. The image below " +"provides an overview. Since particles can move in two directions along each " +"axis, the lower half of the color range represents negative direction values " +"while the upper half represents positive direction values. So a yellow pixel " +"``(R=1,G=1,B=0)`` maps to the vector ``(X=1,Y=1,Z=-1)`` while a neutral gray " +"``(R=0.5,G=0.5,B=0.5)`` results in no movement at all." +msgstr "" + +msgid "Mapping from texture to vector field" +msgstr "" + +msgid "" +"To create a vector field attractor, add a new child node to your scene and " +"select ``GPUParticlesAttractorVectorField3D`` from the list of available " +"nodes. You can animate the attractor's position or attach it to a moving " +"node for more dynamic effects." +msgstr "" + +msgid "" +"If you don't have external tools to create vector field textures, you can " +"use a NoiseTexture3D with a Color Ramp attached as a vector field texture. " +"The Color Ramp can be modified to adjust how much each coordinate is " +"affected by the vector field." +msgstr "" + +msgid "Vector field attractor in a field of particles" +msgstr "" + +msgid "" +"Two particle systems are affected by the same vector field attractor. :" +"download:`Click here to download the 3D texture `." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po new file mode 100644 index 0000000000..93335fbe89 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po @@ -0,0 +1,294 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle collisions" +msgstr "Primitivní kolizní tvary" + +#, fuzzy +msgid "Particle collisions" +msgstr "Primitivní kolizní tvary" + +msgid "" +"Since GPU particles are processed entirely on the GPU, they don't have " +"access to the game's physical world. If you need particles to collide with " +"the environment, you have to set up particle collision nodes. There are four " +"of them: :ref:`class_GPUParticlesCollisionBox3D`, :ref:" +"`class_GPUParticlesCollisionSphere3D`, :ref:" +"`class_GPUParticlesCollisionSDF3D`, and :ref:" +"`class_GPUParticlesCollisionHeightField3D`." +msgstr "" + +msgid "GPU Particle collision is not yet implemented for 2D particle systems." +msgstr "" + +#, fuzzy +msgid "Common properties" +msgstr "Seskupování vlastností" + +#, fuzzy +msgid "Common particle collision properties" +msgstr "Seskupování vlastností" + +#, fuzzy +msgid "Common collision properties" +msgstr "Seskupování vlastností" + +msgid "" +"There are some properties that you can find on all collision nodes. They're " +"located in the ``GPUParticlesCollision3D`` section in the inspector." +msgstr "" + +msgid "" +"The ``Cull Mask`` property controls which particle systems are affected by a " +"collision node based on each system's :ref:`visibility layers " +"`. A particle system collides with a collision node " +"only if at least one of the system's visibility layers is enabled in the " +"collider's cull mask." +msgstr "" + +msgid "" +"There is a `known issue `_ with GPU particle collision that prevent the cull mask from " +"working properly in Godot 4.0. We will update the documentation as soon as " +"it is fixed." +msgstr "" + +#, fuzzy +msgid "Box collision" +msgstr "Konvexní kolizní tvary" + +#, fuzzy +msgid "Particle collision box" +msgstr "Primitivní kolizní tvary" + +#, fuzzy +msgid "Box collision in the node list" +msgstr "Konvexní kolizní tvary" + +msgid "" +"Box collision nodes are shaped like a solid, rectangular box. You control " +"their size with the ``Extents`` property. Box extents always measure half of " +"the sides of its bounds, so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box " +"that is 2 meters wide on each side. Box collision nodes are useful for " +"simulating floor and wall geometry that particles should collide against." +msgstr "" + +msgid "" +"To create a box collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionBox3D`` from the list of available nodes. You " +"can animate the box position or attach it to a moving node for more dynamic " +"effects." +msgstr "" + +#, fuzzy +msgid "Box collision with particle systems" +msgstr "Systémy částic" + +msgid "Two particle systems collide with a box collision node" +msgstr "" + +#, fuzzy +msgid "Sphere collision" +msgstr "Příprava na kolize" + +#, fuzzy +msgid "Particle collision sphere" +msgstr "Primitivní kolizní tvary" + +msgid "Sphere collision in the node list" +msgstr "" + +msgid "" +"Sphere collision nodes are shaped like a solid sphere. The ``Radius`` " +"property controls the size of the sphere. While box collision nodes don't " +"have to be perfect cubes, sphere collision nodes will always be spheres. If " +"you want to set width independently from height, you have to change the " +"``Scale`` property in the ``Node3D`` section." +msgstr "" + +msgid "" +"To create a sphere collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionSphere3D`` from the list of available nodes. " +"You can animate the sphere's position or attach it to a moving node for more " +"dynamic effects." +msgstr "" + +msgid "Sphere collision with particle systems" +msgstr "" + +msgid "Two particle systems collide with a sphere collision node" +msgstr "" + +#, fuzzy +msgid "Height field collision" +msgstr "Příprava na kolize" + +#, fuzzy +msgid "Particle collision height field" +msgstr "Primitivní kolizní tvary" + +msgid "Height field collision in the node list" +msgstr "" + +msgid "" +"Height field particle collision is very useful for large outdoor areas that " +"need to collide with particles. At runtime, the node creates a height field " +"from all the meshes within its bounds that match its cull mask. Particles " +"collide against the mesh that this height field represents. Since the height " +"field generation is done dynamically, it can follow the player camera around " +"and react to changes in the level. Different settings for the height field " +"density offer a wide range of performance adjustments." +msgstr "" + +msgid "" +"To create a height field collision node, add a new child node to your scene " +"and select ``GPUParticlesCollisionHeightField3D`` from the list of available " +"nodes." +msgstr "" + +msgid "" +"A height field collision node is shaped like a box. The ``Extents`` property " +"controls its size. Extents always measure half of the sides of its bounds, " +"so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box that is 2 meters wide on " +"each side. Anything outside of the node's extents is ignored for height " +"field creation." +msgstr "" + +msgid "" +"The ``Resolution`` property controls how detailed the height field is. A " +"lower resolution performs faster at the cost of accuracy. If the height " +"field resolution is too low, it may look like particles penetrate level " +"geometry or get stuck in the air during collision events. They might also " +"ignore some smaller meshes completely." +msgstr "" + +msgid "Height field resolutions" +msgstr "" + +msgid "" +"At low resolutions, height field collision misses some finer details (left)" +msgstr "" + +msgid "" +"The ``Update Mode`` property controls when the height field is recreated " +"from the meshes within its bounds. Set it to ``When Moved`` to make it " +"refresh only when it moves. This performs well and is suited for static " +"scenes that don't change very often. If you need particles to collide with " +"dynamic objects that change position frequently, you can select ``Always`` " +"to refresh every frame. This comes with a cost to performance and should " +"only be used when necessary." +msgstr "" + +msgid "" +"It's important to remember that when ``Update Mode`` is set to ``When " +"Moved``, it is the *height field node* whose movement triggers an update. " +"The height field is not updated when one of the meshes inside it moves." +msgstr "" + +msgid "" +"The ``Follow Camera Enabled`` property makes the height field follow the " +"current camera when enabled. It will update whenever the camera moves. This " +"property can be used to make sure that there is always particle collision " +"around the player while not wasting performance on regions that are out of " +"sight or too far away." +msgstr "" + +#, fuzzy +msgid "SDF collision" +msgstr "Funkce" + +#, fuzzy +msgid "Particle collision SDF" +msgstr "Primitivní kolizní tvary" + +msgid "SDF collision in the node list" +msgstr "" + +msgid "" +"SDF collision nodes create a `signed distance field `_ that particles can collide " +"with. SDF collision is similar to height field collision in that it turns " +"multiple meshes within its bounds into a single collision volume for " +"particles. A major difference is that signed distance fields can represent " +"holes, tunnels and overhangs, which is impossible to do with height fields " +"alone. The performance overhead is larger compared to height fields, so " +"they're best suited for small-to-medium-sized environments." +msgstr "" + +msgid "" +"To create an SDF collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionSDF3D`` from the list of available nodes. SDF " +"collision nodes have to be baked in order to have any effect on particles in " +"the level. To do that, click the ``Bake SDF`` button in the viewport toolbar " +"while the SDF collision node is selected and choose a directory to store the " +"baked data. Since SDF collision needs to be baked in the editor, it's static " +"and cannot change at runtime." +msgstr "" + +#, fuzzy +msgid "SDF particle collision" +msgstr "Příprava na kolize" + +msgid "" +"SDF particle collision allows for very detailed 3-dimensional collision " +"shapes" +msgstr "" + +msgid "" +"An SDF collision node is shaped like a box. The ``Extents`` property " +"controls its size. Extents always measure half of the sides of its bounds, " +"so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box that is 2 meters wide on " +"each side. Anything outside of the node's extents is ignored for collision." +msgstr "" + +msgid "" +"The ``Resolution`` property controls how detailed the distance field is. A " +"lower resolution performs faster at the cost of accuracy. If the resolution " +"is too low, it may look like particles penetrate level geometry or get stuck " +"in the air during collision events. They might also ignore some smaller " +"meshes completely." +msgstr "" + +#, fuzzy +msgid "Resolution comparison" +msgstr "Možnosti zdrojů" + +msgid "" +"The same area covered by a signed distance field at different resolutions: " +"16 (left) and 256 (right)" +msgstr "" + +msgid "" +"The ``Thickness`` property gives the distance field, which is usually hollow " +"on the inside, a thickness to prevent particles from penetrating at high " +"speeds. If you find that some particles don't collide with the level " +"geometry and instead shoot right through it, try setting this property to a " +"higher value." +msgstr "" + +msgid "" +"The ``Bake Mask`` property controls which meshes will be considered when the " +"SDF is baked. Only meshes that render on the active layers in the bake mask " +"contribute to particle collision." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po new file mode 100644 index 0000000000..45ab2179d8 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po @@ -0,0 +1,139 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Complex emission shapes" +msgstr "Kolizní tvary" + +msgid "" +"When it is not enough to emit particles from one of the simple shapes " +"available in the :ref:`process material " +"`, Godot provides a way to emit " +"particles from arbitrary, complex shapes. The shapes are generated from " +"meshes in the scene and stored as textures in the particle process material. " +"This is a very versatile workflow that has allowed users to use particle " +"systems for things that go beyond traditional use cases, like foliage, " +"leaves on a tree, or complex holographic effects." +msgstr "" + +msgid "" +"When you create emission points from meshes, you can only select a single " +"node as emission source. If you want particles to emit from multiple shapes, " +"you either have to create several particle systems or combine the meshes " +"into one in an external DCC software." +msgstr "" + +#, fuzzy +msgid "Creating emission points" +msgstr "Vytváření ikon" + +msgid "Create particle emission points..." +msgstr "" + +msgid "Select mesh for emission" +msgstr "" + +msgid "\\...from a mesh instance as the source" +msgstr "" + +msgid "Set emission density" +msgstr "" + +msgid "More points = higher particle density" +msgstr "" + +msgid "" +"To make use of this feature, start by creating a particle system in the " +"current scene. Add a mesh instance that serves as the source of the particle " +"emission points. With the particle system selected, navigate to the viewport " +"menu and select the *GPUParticles3D* entry. From there, select ``Create " +"Emission Points From Node``." +msgstr "" + +msgid "" +"A dialog window will pop up and ask you to select a node as the emission " +"source. Choose one of the mesh instances in the scene and confirm your " +"selection. The next dialog window deals with the amount of points and how to " +"generate them." +msgstr "" + +msgid "" +"``Emission Points`` controls the total number of points that you are about " +"to generate. Particles will spawn from these points, so what to enter here " +"depends on the size of the source mesh (how much area you have to cover) and " +"the desired density of the particles." +msgstr "" + +msgid "" +"``Emission Source`` offers 3 different options for how the points are " +"generated. Select ``Surface Points`` if all you want to do is distribute the " +"emission points across the surface of the mesh. Select ``Surface Points + " +"Normal (Directed)`` if you also want to generate information about the " +"surface normals and make particles move in the direction that the normals " +"point at. The last option, ``Volume``, creates emission points everywhere " +"inside the mesh, not just across its surface." +msgstr "" + +msgid "" +"The emission points are stored in the particle system's local coordinate " +"system, so you can move the particle node around and the emission points " +"will follow. This might be useful when you want to use the same particle " +"system in several different places. On the other hand, you might have to " +"regenerate the emission points when you move either the particle system or " +"the source mesh." +msgstr "" + +#, fuzzy +msgid "Emission shape textures" +msgstr "Tvary emisí" + +#, fuzzy +msgid "Emission textures" +msgstr "Tvary emisí" + +msgid "The available emission shape textures" +msgstr "" + +msgid "" +"All the data for complex particle emission shapes is stored in a set of " +"textures. How many, depends on the type of emission shape you use. If you " +"set the ``Shape`` property in the ``Emission Shape`` group on the particle " +"process material to ``Points``, you have access to 2 texture properties, the " +"``Point Texture`` and the ``Color Texture``. Set it to ``Directed Points`` " +"and there is a third property called ``Normal Texture``." +msgstr "" + +msgid "" +"``Point Texture`` contains all possible emission points that were generated " +"in the previous step. A point is randomly selected for every particle when " +"it spawns. ``Normal Texture``, if it exists, provides a direction vector at " +"that same location. If the ``Color Texture`` property is also set, it " +"provides color for the particle, sampled at the same location as the other " +"two textures and modulating any other color that was set up on the process " +"material." +msgstr "" + +msgid "" +"There is also the ``Point Count`` property that you can use to change the " +"number of emission points at any time after creating the emission shape. " +"This includes dynamically at runtime while the playing the game." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po new file mode 100644 index 0000000000..bc392d27f4 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po @@ -0,0 +1,190 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Creating a 3D particle system" +msgstr "Systémy částic" + +#, fuzzy +msgid "Required particle node properties" +msgstr "Signály a vlastnosti" + +msgid "" +"To get started with particles, the first thing we need to do is add a " +"``GPUParticles3D`` node to the scene. Before we can actually see any " +"particles, we have to set up two parameters on the node: the ``Process " +"Material`` and at least one ``Draw Pass``." +msgstr "" + +#, fuzzy +msgid "The process material" +msgstr "Fyzikální materiál" + +msgid "" +"To add a process material to your particles node, go to ``Process Material`` " +"in the inspector panel. Click on the box next to ``Process Material`` and " +"from the dropdown menu select ``New ParticleProcessMaterial``." +msgstr "" + +#, fuzzy +msgid "Creating a process material" +msgstr "Vytvoření projektu" + +msgid "" +":ref:`class_ParticleProcessMaterial` is a special kind of material. We don't " +"use it to draw any objects. We use it to update particle data and behavior " +"on the GPU instead of the CPU, which comes with a massive performance boost. " +"A click on the newly added material displays a long list of properties that " +"you can set to control each particle's behavior." +msgstr "" + +#, fuzzy +msgid "Draw passes" +msgstr "Nevýhody" + +msgid "At least one draw pass is required" +msgstr "" + +msgid "" +"In order to render any particles, at least one draw pass needs to be " +"defined. To do that, go to ``Draw Passes`` in the inspector panel. Click on " +"the box next to ``Pass 1`` and select ``New QuadMesh`` from the dropdown " +"menu. After that, click on the mesh and set its ``Size`` to 0.1 for both " +"``x`` and ``y``. Reducing the mesh's size makes it a little easier to tell " +"the individual particle meshes apart at this stage." +msgstr "" + +msgid "" +"You can use up to 4 draw passes per particle system. Each pass can render a " +"different mesh with its own unique material. All draw passes use the data " +"that is computed by the process material, which is an efficient method for " +"composing complex effects: Compute particle behavior once and feed it to " +"multiple render passes." +msgstr "" + +msgid "" +"Using multiple draw passes: yellow rectangles (pass1) and blue spheres (pass " +"2)" +msgstr "" + +msgid "" +"If you followed the steps above, your particle system should now be emitting " +"particles in a waterfall-like fashion, making them move downwards and " +"disappear after a few seconds. This is the foundation for all particle " +"effects. Take a look at the documentation for :ref:`particle " +"` and :ref:`particle material " +"` properties to learn how to make particle " +"effects more interesting." +msgstr "" + +#, fuzzy +msgid "Particle conversion" +msgstr "Částicové uzly" + +msgid "Turning GPU into CPU particles" +msgstr "" + +msgid "" +"You can convert GPU particles to CPU particles at any time using the entry " +"in the viewport menu. When you do so, keep in mind that not every feature of " +"GPU particles is available for CPU particles, so the resulting particle " +"system will look and behave differently from the original." +msgstr "" + +msgid "" +"You can also convert CPU particles to GPU particles if you no longer need to " +"use CPU particles. This is also done from the viewport menu." +msgstr "" + +msgid "" +"Some of the most notable features that are lost during the conversion " +"include:" +msgstr "" + +#, fuzzy +msgid "multiple draw passes" +msgstr "Násobné vzory" + +msgid "turbulence" +msgstr "" + +msgid "sub-emitters" +msgstr "" + +msgid "trails" +msgstr "" + +#, fuzzy +msgid "attractors" +msgstr "Operátory" + +#, fuzzy +msgid "collision" +msgstr "Kolizní režim" + +#, fuzzy +msgid "You also lose the following properties:" +msgstr "To znamená, že můžeme použít následující názvy portálů:" + +#, fuzzy +msgid "``Ammount Ratio``" +msgstr "``Rotace``" + +msgid "``Interp to End``" +msgstr "" + +#, fuzzy +msgid "``Damping as Friction``" +msgstr "Zachytávání akcí" + +#, fuzzy +msgid "``Emission Shape Offset``" +msgstr "Tvary emisí" + +#, fuzzy +msgid "``Emission Shape Scale``" +msgstr "Tvary emisí" + +msgid "``Inherit Velocity Ratio``" +msgstr "" + +#, fuzzy +msgid "``Velocity Pivot``" +msgstr "Vektor" + +#, fuzzy +msgid "``Directional Velocity``" +msgstr "Slovník" + +msgid "``Radial Velocity``" +msgstr "" + +msgid "``Velocity Limit``" +msgstr "" + +msgid "``Scale Over Velocity``" +msgstr "" + +msgid "" +"Converting GPU particles to CPU particles can become necessary when you want " +"to release a game on older devices that don't support modern graphics APIs." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po index 437d80e434..0f7ca72b00 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po new file mode 100644 index 0000000000..867f03fa83 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po @@ -0,0 +1,656 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Process material properties" +msgstr "Fyzikální vlastnosti" + +#, fuzzy +msgid "ParticleProcessMaterial properties" +msgstr "Shadery částic" + +#, fuzzy +msgid "Min, max, and curve properties" +msgstr "Signály a vlastnosti" + +msgid "" +"The properties in this material control how particles behave and change over " +"their lifetime. A lot of them have ``Min``, ``Max``, and ``Curve`` values " +"that allow you to fine-tune their behavior. The relationship between these " +"values is this: When a particle is spawned, the property is set with a " +"random value between ``Min`` and ``Max``. If ``Min`` and ``Max`` are the " +"same, the value will always be the same for every particle. If the ``Curve`` " +"is also set, the value of the property will be multiplied by the value of " +"the curve at the current point in a particle's lifetime. Use the curve to " +"change a property over the particle lifetime. Very complex behavior can be " +"expressed this way." +msgstr "" + +msgid "Time" +msgstr "" + +msgid "" +"The ``Lifetime Randomness`` property controls how much randomness to apply " +"to each particle's lifetime. A value of ``0`` means there is no randomness " +"at all and all particles live for the same amount of time, set by the :ref:" +"`Lifetime ` property. A value of ``1`` " +"means that a particle's lifetime is completely random within the range of " +"[0.0, ``Lifetime``]." +msgstr "" + +#, fuzzy +msgid "Particle flags" +msgstr "Částice" + +msgid "" +"The ``Align Y`` property aligns each particle's Y-axis with its velocity. " +"Enabling this property is the same as setting the :ref:`Transform Align " +"` property to ``Y to Velocity``." +msgstr "" + +msgid "" +"The ``Rotate Y`` property works with the properties in the `Angle " +"<#angle>`__ and `Angular Velocity <#angular-velocity>`__ groups to control " +"particle rotation. ``Rotate Y`` has to be enabled if you want to apply any " +"rotation to particles. The exception to this is any particle that uses the :" +"ref:`Standard Material ` where the ``Billboard`` " +"property is set to ``Particle Billboard``. In that case, particles rotate " +"even without ``Rotate Y`` enabled." +msgstr "" + +msgid "" +"When the ``Disable Z`` property is enabled, particles will not move along " +"the Z-axis. Whether that is going to be the particle system's local Z-axis " +"or the world Z-axis is determined by the :ref:`Local Coords " +"` property." +msgstr "" + +msgid "" +"The ``Daming as Friction`` property changes the behavior of damping from a " +"constant deceleration to a deceleration based on speed." +msgstr "" + +msgid "Spawn" +msgstr "" + +#, fuzzy +msgid "Emission shape" +msgstr "Tvary emisí" + +msgid "" +"Particles can emit from a single point in space or in a way that they fill " +"out a shape. The ``Shape`` property controls that shape. ``Point`` is the " +"default value. All particles emit from a single point in the center of the " +"particle system. When set to ``Sphere`` or ``Box``, particles emit in a way " +"that they fill out a sphere or a box shape evenly. You have full control " +"over the size of these shapes. ``Sphere Surface`` works like ``Sphere``, but " +"instead of filling it out, all particles spawn on the sphere's surface." +msgstr "" + +#, fuzzy +msgid "Simple particle emission shapes" +msgstr "Primitivní kolizní tvary" + +msgid "" +"Particles emitting from a point (left), in a sphere (middle), and in a box " +"(right)" +msgstr "" + +#, fuzzy +msgid "Ring-shaped particle system" +msgstr "Systémy částic" + +#, fuzzy +msgid "A ring-shaped particle system" +msgstr "Systémy částic" + +msgid "" +"The ``Ring`` emission shape makes particles emit in the shape of a ring. You " +"can control the ring's direction by changing the ``Ring Axis`` property. " +"``Ring Height`` controls the thickness of the ring along its axis. ``Ring " +"Radius`` and ``Ring Inner Radius`` control how wide the ring is and how " +"large the hole in the middle should be. The image shows a particle system " +"with a radius of ``2`` and an inner radius of ``1.5``, the axis points along " +"the global Z-axis." +msgstr "" + +msgid "" +"In addition to these relatively simple shapes, you can select the ``Points`` " +"or ``Directed Points`` option to create highly complex emission shapes. See " +"the :ref:`Complex emission shapes ` section " +"for a detailed explanation of how to set these up." +msgstr "" + +msgid "Angle" +msgstr "Úhel" + +msgid "" +"The ``Angle`` property controls a particle's starting rotation `as described " +"above <#process-material-properties>`__. In order to have an actual effect " +"on the particle, you have to enable one of two properties: `Rotate Y " +"<#particle-flags>`__ rotates the particle around the particle system's Y-" +"axis. The ``Billboard`` property in the :ref:`Standard Material " +"`, if it is set to ``Particle Billboard``, rotates " +"the particle around the axis that points from the particle to the camera." +msgstr "" + +msgid "Direction" +msgstr "Směr" + +msgid "" +"The ``Direction`` property alone is not enough to see any particle movement. " +"Whatever values you set here only take effect once velocity or acceleration " +"properties are set, too." +msgstr "" + +msgid "" +"The ``Direction`` property is a vector that controls each particle's " +"direction of movement at the moment it is spawned. A value of ``(X=1,Y=0," +"Z=0)`` would make all particles move sideways along the X-axis. For " +"something like a fountain where particles shoot out up in the air, a value " +"of ``(X=0,Y=1,Z=0)`` would be a good starting point." +msgstr "" + +msgid "Different values for particle direction" +msgstr "" + +msgid "" +"Different direction values: Y-axis only (left), equal values for X and Y " +"(middle), X and Y with gravity enabled (right)" +msgstr "" + +msgid "" +"After setting a direction, you will notice that all particles move in the " +"same direction in a straight line. The ``Spread`` property adds some " +"variation and randomness to each particle's direction. The higher the value, " +"the stronger the deviation from the original path. A value of ``0`` means " +"there is no spread at all while a value of ``180`` makes particles shoot out " +"in every direction. You could use this for something like pieces of debris " +"during an explosion effect." +msgstr "" + +msgid "Different values for particle spread" +msgstr "" + +msgid "No spread (left), 45 degree angle (middle), full 180 degrees (right)" +msgstr "" + +msgid "" +"The ``Flatness`` property limits the spread along the Y-axis. A value of " +"``0`` means there is no limit and a value of ``1`` will eliminate all " +"particle movement along the Y-axis. The particles will spread out completely " +"\"flat\"." +msgstr "" + +msgid "" +"You won't see any actual movement until you also set some values for the " +"velocity and acceleration properties below, so let's take a look at those " +"next." +msgstr "" + +#, fuzzy +msgid "Initial velocity" +msgstr "Úhlová rychlost" + +msgid "" +"While the ``Direction`` property controls a particle's movement direction, " +"the ``Initial Velocity`` controls how fast it goes. It's separated into " +"``Velocity Min`` and ``Velocity Max``, both set to ``0`` by default, which " +"is why you don't see any movement initially. As soon as you set values for " +"either of these properties `as described above <#process-material-" +"properties>`__, the particles begin to move. The direction is multiplied by " +"these values, so you can make particles move in the opposite direction by " +"setting a negative velocity." +msgstr "" + +#, fuzzy +msgid "Accelerations" +msgstr "**Verze**" + +msgid "Gravity" +msgstr "" + +msgid "" +"The next few property groups work closely together to control particle " +"movement and rotation. ``Gravity`` drags particles in the direction it " +"points at, which is straight down at the strength of Earth's gravity by " +"default. Gravity affects all particle movement. If your game uses physics " +"and the world's gravity can change at runtime, you can use this property to " +"keep the game's gravity in sync with particle gravity. A ``Gravity`` value " +"of ``(X=0,Y=0,Z=0)`` means no particle will ever move at all if none of the " +"other movement properties are set." +msgstr "" + +msgid "Different values for particle gravity" +msgstr "" + +msgid "" +"Left\\: (X=0,Y=-9.8,Z=0), middle\\: (X=0,Y=9.8,Z=0), right\\: (X=4,Y=2,Z=0)." +msgstr "" + +#, fuzzy +msgid "Angular velocity" +msgstr "Úhlová rychlost" + +msgid "" +"``Angular Velocity`` controls a particle's speed of rotation `as described " +"above <#process-material-properties>`__. You can reverse the direction by " +"using negative numbers for ``Velocity Min`` or ``Velocity Max``. Like the " +"`Angle <#angle>`__ property, the rotation will only be visible if the " +"`Rotate Y <#particle-flags>`__ flag is set or the ``Particle Billboard`` " +"mode is selected in the :ref:`Standard Material `." +msgstr "" + +msgid "" +"The `Damping <#damping>`__ property has no effect on the angular velocity." +msgstr "" + +#, fuzzy +msgid "Linear acceleration" +msgstr "Vycentrovat výběr" + +msgid "" +"A particle's velocity is a constant value: once it's set, it doesn't change " +"and the particle will always move at the same speed. You can use the " +"``Linear Accel`` property to change the speed of movement over a particle's " +"lifetime `as described above <#process-material-properties>`__. Positive " +"values will speed up the particle and make it move faster. Negative values " +"will slow it down until it stops and starts moving in the other direction." +msgstr "" + +msgid "Different values for particle linear acceleration" +msgstr "" + +msgid "Negative (top) and positive (bottom) linear acceleration" +msgstr "" + +msgid "" +"It's important to keep in mind that when we change acceleration, we're not " +"changing the velocity directly, we're changing the *change* in velocity. A " +"value of ``0`` on the acceleration curve does not stop the particle's " +"movement, it stops the change in the particle's movement. Whatever its " +"velocity was at that moment, it will keep moving at that velocity until the " +"acceleration is changed again." +msgstr "" + +#, fuzzy +msgid "Radial acceleration" +msgstr "Vektorová interpolace" + +msgid "" +"The ``Radial Accel`` property adds a gravity-like force to all particles, " +"with the origin of that force at the particle system's current location. " +"Negative values make particles move towards the center, like the force of " +"gravity from a planet on objects in its orbit. Positive values make " +"particles move away from the center." +msgstr "" + +msgid "Different values for particle radial acceleration" +msgstr "" + +msgid "Negative (left) and positive (right) radial acceleration" +msgstr "" + +#, fuzzy +msgid "Tangential acceleration" +msgstr "Vektorová interpolace" + +msgid "Tangents on a circle" +msgstr "" + +msgid "" +"This property adds particle acceleration in the direction of the tangent to " +"a circle on the particle system's XZ-plane with the origin at the system's " +"center and a radius the distance between each particle's current location " +"and the system's center projected onto that plane." +msgstr "" + +msgid "Let's unpack that." +msgstr "" + +msgid "" +"A tangent to a circle is a straight line that \"touches\" the circle in a " +"right angle to the circle's radius at the touch point. A circle on the " +"particle system's XZ-plane is the circle that you see when you look straight " +"down at the particle system from above." +msgstr "" + +msgid "Tangential acceleration from above" +msgstr "" + +msgid "" +"``Tangential Accel`` is always limited to that plane and never move " +"particles along the system's Y-axis. A particle's location is enough to " +"define such a circle where the distance to the system's center is the radius " +"if we ignore the vector's Y component." +msgstr "" + +msgid "" +"The ``Tangential Accel`` property will make particles orbit the particle " +"system's center, but the radius will increase constantly. Viewed from above, " +"particles will move away from the center in a spiral. Negative values " +"reverse the direction." +msgstr "" + +msgid "Damping" +msgstr "Tlumení" + +msgid "" +"The ``Damping`` property gradually stops all movement. Each frame, a " +"particle's movement is slowed down a little unless the total acceleration is " +"greater than the damping effect. If it isn't, the particle will keep slowing " +"down until it doesn't move at all. The greater the value, the less time it " +"takes to bring particles to a complete halt." +msgstr "" + +#, fuzzy +msgid "Attractor interaction" +msgstr "Vektorová interpolace" + +msgid "" +"If you want the particle system to interact with :ref:`particle attractors " +"`, you have to check the ``Enabled`` property. " +"When it is disabled, the particle system ignores all particle attractors." +msgstr "" + +msgid "Display" +msgstr "" + +msgid "Scale" +msgstr "Měřítko" + +msgid "" +"``Scale`` controls a particle's size `as described above <#process-material-" +"properties>`__. You can set different values for ``Scale Min`` and ``Scale " +"Max`` to randomize each particle's size. Negative values are not allowed, so " +"you won't be able to flip particles with this property. If you emit " +"particles as billboards, the ``Keep Size`` property on the :ref:`Standard " +"Material ` in your draw passes has to be enabled " +"for any scaling to have an effect." +msgstr "" + +msgid "Color" +msgstr "Barva" + +msgid "" +"The ``Color`` property controls a particle's initial color. It will have an " +"effect only after the ``Use As Albedo`` property in the ``Vertex Color`` " +"group of the :ref:`Standard Material ` is enabled. " +"This property is multiplied with color coming from the particle material's " +"own ``Color`` or ``Texture`` property." +msgstr "" + +#, fuzzy +msgid "Particle color ramp" +msgstr "Částicové uzly" + +#, fuzzy +msgid "Setting up a color ramp" +msgstr "Nastavení vašeho zásuvného modulu" + +msgid "" +"There are two ``Ramp`` properties in the ``Color`` group. These allow you to " +"define a range of colors that are used to set the particle's color. The " +"``Color Ramp`` property changes a particle's color over the course of its " +"lifetime. It moves through the entire range of colors you defined. The " +"``Color Initial Ramp`` property selects the particle's initial color from a " +"random position on the color ramp." +msgstr "" + +msgid "" +"To set up a color ramp, click on the box next to the property name and from " +"the dropdown menu select ``New GradientTexture1D``. Click on the box again " +"to open the texture's details. Find the ``Gradient`` property, click on the " +"box next to it and select ``New Gradient``. Click on that box again and you " +"will see a color range. Click anywhere on that range to insert a new marker. " +"You can move the marker with the mouse and delete it by clicking the right " +"mouse button. When a marker is selected, you can use the color picker next " +"to the range to change its color." +msgstr "" + +#, fuzzy +msgid "Hue variation" +msgstr "Normalizace" + +msgid "" +"Like the ``Color`` property, ``Hue Variation`` controls a particle's color, " +"but in a different way. It does so not by setting color values directly, but " +"by *shifting the color's hue*." +msgstr "" + +msgid "" +"Hue describes a color's pigment: red, orange, yellow, green and so on. It " +"does not tell you anything about how bright or how saturated the color is. " +"The ``Hue Variation`` property controls the range of available hues `as " +"described above <#process-material-properties>`__." +msgstr "" + +msgid "" +"It works on top of the particle's current color. The values you set for " +"``Variation Min`` and ``Variation Max`` control how far the hue is allowed " +"to shift in either direction. A higher value leads to more color variation " +"while a low value limits the available colors to the closest neighbors of " +"the original color." +msgstr "" + +msgid "Different values for hue variation" +msgstr "" + +msgid "" +"Different values for hue variation, both times with blue as base color: 0.6 " +"(left) and 0.1 (right)" +msgstr "" + +msgid "Animation" +msgstr "Animace" + +msgid "" +"The ``Animation`` property group controls the behavior of sprite sheet " +"animations in the particle's :ref:`Standard Material " +"`. The ``Min``, ``Max``, and ``Curve`` values work " +"`as described above <#process-material-properties>`__." +msgstr "" + +msgid "" +"An animated sprite sheet is a texture that contains several smaller images " +"aligned on a grid. The images are shown one after the other so fast that " +"they combine to play a short animation, like a flipbook. You can use them " +"for animated particles like smoke or fire. These are the steps to create an " +"animated particle system:" +msgstr "" + +msgid "A sprite sheet" +msgstr "" + +msgid "An 8x8 animated smoke sprite sheet" +msgstr "" + +msgid "" +"Import a sprite sheet texture into the engine. If you don't have one at " +"hand, you can download the :download:`high-res version of the example image " +"`." +msgstr "" + +msgid "" +"Set up a particle system with at least one draw pass and assign a ``Standard " +"Material`` to the mesh in that draw pass." +msgstr "" + +msgid "" +"Assign the sprite sheet to the ``Texture`` property in the ``Albedo`` group" +msgstr "" + +msgid "" +"Set the material's ``Billboard`` property to ``Particle Billboard``. Doing " +"so makes the ``Particles Anim`` group available in the material." +msgstr "" + +msgid "" +"Set ``H Frames`` to the number of columns and ``V Frames`` to the number of " +"rows in the sprite sheet." +msgstr "" + +msgid "Check ``Loop`` if you want the animation to keep repeating." +msgstr "" + +msgid "" +"That's it for the Standard Material. You won't see any animation right away. " +"This is where the ``Animation`` properties come in. The ``Speed`` properties " +"control how fast the sprite sheet animates. Set ``Speed Min`` and ``Speed " +"Max`` to ``1`` and you should see the animation playing. The ``Offset`` " +"properties control where the animation starts on a newly spawned particle. " +"By default, it will always be the first image in the sequence. You can add " +"some variety by changing ``Offset Min`` and ``Offset Max`` to randomize the " +"starting position." +msgstr "" + +#, fuzzy +msgid "Animated particles" +msgstr "Sprite list s AnimatedSprite" + +msgid "Three different particle systems using the same smoke sprite sheet" +msgstr "" + +msgid "" +"Depending on how many images your sprite sheet contains and for how long " +"your particle is alive, the animation might not look smooth. The " +"relationship between particle lifetime, animation speed, and number of " +"images in the sprite sheet is this:" +msgstr "" + +msgid "" +"At an animation speed of ``1.0``, the animation will reach the last image in " +"the sequence just as the particle's lifetime ends." +msgstr "" + +msgid "" +"Animation\\ FPS = \\frac{Number\\ of\\ images}{Lifetime}\n" +"\n" +msgstr "" + +msgid "" +"If your sprite sheet contains 64 (8x8) images and the particle's lifetime is " +"set to ``1 second``, the animation will be very smooth at **64 FPS** (1 " +"second / 64 images). if the lifetime is set to ``2 seconds``, it will still " +"be fairly smooth at **32 FPS**. But if the particle is alive for ``8 " +"seconds``, the animation will be visibly choppy at **8 FPS**. In order to " +"make the animation smooth again, you need to increase the animation speed to " +"something like ``3`` to reach an acceptable framerate." +msgstr "" + +#, fuzzy +msgid "Animated particles lifetimes" +msgstr "Sprite list s AnimatedSprite" + +msgid "" +"The same particle system at different lifetimes: 1 second (left), 2 seconds " +"(middle), 8 seconds (right)" +msgstr "" + +msgid "" +"Note that the GPUParticles3D node's **Fixed FPS** also affects animation " +"playback. For smooth animation playback, it's recommended to set it to 0 so " +"that the particle is simulated on every rendered frame. If this is not an " +"option for your use case, set **Fixed FPS** to be equal to the effective " +"framerate used by the flipbook animation (see above for the formula)." +msgstr "" + +msgid "Turbulence" +msgstr "" + +msgid "" +"Turbulence adds noise to particle movement, creating interesting and lively " +"patterns. Check the box next to the ``Enabled`` property to activate it. A " +"number of new properties show up that control the movement speed, noise " +"pattern and overall influence on the particle system. You can find a " +"detailed explanation of these in the section on :ref:`particle turbulence " +"`." +msgstr "" + +#, fuzzy +msgid "Collision" +msgstr "Kolizní režim" + +msgid "" +"The ``Mode`` property controls how and if emitters collide with particle " +"collision nodes. Set it to ``Disabled`` to disable any collision for this " +"particle system. Set it to ``Hide On Contact`` if you want particles to " +"disappear as soon as they collide. Set it to ``Constant`` to make particles " +"collide and bounce around. You will see two new properties appear in the " +"inspector. They control how particles behave during collision events." +msgstr "" + +msgid "" +"A high ``Friction`` value will reduce sliding along surfaces. This is " +"especially helpful if particles collide with sloped surfaces and you want " +"them to stay in place instead of sliding all the way to the bottom, like " +"snow falling on a mountain. A high ``Bounce`` value will make particles " +"bounce off surfaces they collide with, like rubber balls on a solid floor." +msgstr "" + +msgid "" +"If the ``Use Scale`` property is enabled, the :ref:`collision base size " +"` is multiplied by the particle's " +"`current scale <#scale>`__. You can use this to make sure that the rendered " +"size and the collision size match for particles with random scale or scale " +"that varies over time." +msgstr "" + +msgid "" +"You can learn more about particle collisions in the :ref:`Collisions " +"` section in this manual." +msgstr "" + +msgid "Sub-emitter" +msgstr "" + +msgid "Sub-emitter modes" +msgstr "" + +#, fuzzy +msgid "The available sub-emitter modes" +msgstr "Dotaz na dostupné položky" + +msgid "" +"The ``Mode`` property controls how and when sub-emitters are spawned. Set it " +"to ``Disabled`` and no sub-emitters will ever be spawned. Set it to " +"``Constant`` to make sub-emitters spawn continuously at a constant rate. The " +"``Frequency`` property controls how often that happens within the span of " +"one second. Set the mode to ``At End`` to make the sub-emitter spawn at the " +"end of the parent particle's lifetime, right before it is destroyed. The " +"``Amount At End`` property controls how many sub-emitters will be spawned. " +"Set the mode to ``At Collision`` to make sub-emitters spawn when a particle " +"collides with the environment. The ``Amount At Collision`` property controls " +"how many sub-emitters will be spawned." +msgstr "" + +msgid "" +"When the ``Keep Velocity`` property is enabled, the newly spawned sub-" +"emitter starts off with the parent particle's velocity at the time the sub-" +"emitter is created." +msgstr "" + +msgid "" +"See the :ref:`Sub-emitters ` section in this " +"manual for a detailed explanation of how to add a sub-emitter to a particle " +"system." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po new file mode 100644 index 0000000000..699a02aaff --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po @@ -0,0 +1,270 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle system properties" +msgstr "Systémy částic" + +#, fuzzy +msgid "Emitter properties" +msgstr "Editovatelné vlastnosti." + +msgid "" +"The checkbox next to the ``Emitting`` property activates and deactivates the " +"particle system. Particles will only be processed and rendered if the box is " +"checked. You can set this property at runtime if you want to activate or " +"deactivate particle systems dynamically." +msgstr "" + +msgid "" +"The ``Amount`` property controls the maximum number of particles visible at " +"any given time. Increase the value to spawn more particles at the cost of " +"performance." +msgstr "" + +msgid "" +"The ``Amount Ratio`` property is the radio of particles compared to the " +"ammount that will be emitted. If it's less than ``1.0`` the ammount of " +"particles emitted through the lifetime will be the ``Ammount`` * ``Amount " +"Ratio``. Changing this value while emitted doesn't affect already created " +"particles and doesn't cause the particle system to restart. It's useful for " +"making effects where the number of emitted particels varies over time." +msgstr "" + +msgid "" +"You can set another particle node as a ``Sub Emitter``, which will be " +"spawned as a child of each particle. See the :ref:`Sub-emitters " +"` section in this manual for a detailed " +"explanation of how to add a sub-emitter to a particle system." +msgstr "" + +#, fuzzy +msgid "Time properties" +msgstr "Seskupování vlastností" + +msgid "" +"The ``Lifetime`` property controls how long each particle exists before it " +"disappears again. It is measured in seconds. A lot of particle properties " +"can be set to change over the particle's lifetime and blend smoothly from " +"one value to another." +msgstr "" + +msgid "" +"``Lifetime`` and ``Amount`` are related. They determine the particle " +"system's emission rate. Whenever you want to know how many particles are " +"spawned per second, this is the formula you would use:" +msgstr "" + +msgid "Particles per second = \\frac{Amount}{Lifetime}" +msgstr "" + +msgid "" +"Example: Emitting 32 particles with a lifetime of 4 seconds each would mean " +"the system emits 8 particles per second." +msgstr "" + +msgid "" +"The ``Interp to End`` property causes all the particles in the node to " +"interpolate towards the end of their lifetime." +msgstr "" + +msgid "" +"If the checkbox next to the ``One Shot`` property is checked, the particle " +"system will emit ``amount`` particles and then disable itself. It \"runs\" " +"only once. This property is unchecked by default, so the system will keep " +"emitting particles until it is disabled or destroyed manually. One-shot " +"particles are a good fit for effects that react to a single event, like item " +"pickups or splinters that burst away when a bullet hits a wall." +msgstr "" + +msgid "" +"The ``Preprocess`` property is a way to fast-forward to a point in the " +"middle of the particle system's lifetime and start rendering from there. It " +"is measured in seconds. A value of ``1`` means that when the particle system " +"starts, it will look as if it has been running for one second already." +msgstr "" + +msgid "" +"This can be useful if you want the particle system to look like it has been " +"active for a while even though it was just loaded into the scene. Consider " +"the example below. Both particle systems simulate dust flying around in the " +"area. With a preprocess value of ``0``, there wouldn't be any dust for the " +"first couple of seconds because the system has not yet emitted enough " +"particles for the effect to become noticeable. This can be seen in the video " +"on the left. Compare that to the video on the right where the particle " +"system is preprocessed for ``4`` seconds. The dust is fully visible from the " +"very beginning because we skipped the first four seconds of \"setup\" time." +msgstr "" + +msgid "No preprocess (left) vs. 4 seconds of preprocess (right)" +msgstr "" + +msgid "" +"You can slow down or speed up the particle system with the ``Speed Scale`` " +"property. This applies to processing the data as well as rendering the " +"particles. Set it to ``0`` to pause the particle system completely or set it " +"to something like ``2`` to make it move twice as fast." +msgstr "" + +msgid "Different speed scale values: 0.1 (left), 0.5 (middle), 1.0 (right)" +msgstr "" + +msgid "" +"The ``Explosiveness`` property controls whether particles are emitted " +"sequentially or simultaneously. A value of ``0`` means that particles emit " +"one after the other. A value of ``1`` means that all ``amount`` particles " +"emit at the same time, giving the effect a more \"explosive\" appearance." +msgstr "" + +msgid "" +"The ``Randomness`` property adds some randomness to the particle emission " +"timing. When set to ``0``, there is no randomness at all and the interval " +"between the emission of one particle and the next is always the same: the " +"particles are emitted at *regular* intervals. A ``Randomness`` value of " +"``1`` makes the interval completely random. You can use this property to " +"break up some of the uniformity in your effects. When ``Explosiveness`` is " +"set to ``1``, this property has no effect." +msgstr "" + +msgid "Particles running at low FPS" +msgstr "" + +msgid "Interpolation on (left) vs. off (right)" +msgstr "" + +msgid "" +"The ``Fixed FPS`` property limits how often the particle system is " +"processed. This includes property updates as well as collision and " +"attractors. This can improve performance a lot, especially in scenes that " +"make heavy use of particle collision. Note that this does not change the " +"speed at which particles move or rotate. You would use the ``Speed Scale`` " +"property for that." +msgstr "" + +msgid "" +"When you set ``Fixed FPS`` to very low values, you will notice that the " +"particle animation starts to look choppy. This can sometimes be desired if " +"it fits the art direction, but most of the time, you'll want particle " +"systems to animate smoothly. That's what the ``Interpolate`` property does. " +"It blends particle properties between updates so that even a particle system " +"running at ``10`` FPS appears as smooth as running at ``60``." +msgstr "" + +#, fuzzy +msgid "Collision properties" +msgstr "Kolizní objekty" + +msgid "" +"The ``Base Size`` property defines each particle's default collision size, " +"which is used to check whether a particle is currently colliding with the " +"environment. You would usually want this to be about the same size as the " +"particle. It can make sense to increase this value for particles that are " +"very small and move very fast to prevent them from clipping through the " +"collision geometry." +msgstr "" + +#, fuzzy +msgid "Drawing properties" +msgstr "Signály a vlastnosti" + +#, fuzzy +msgid "Particle drawing properties" +msgstr "Signály a vlastnosti" + +msgid "" +"The ``Visibility AABB`` property defines a box around the particle system's " +"origin. As long as any part of this box is in the camera's field of view, " +"the particle system is visible. As soon as it leaves the camera's field of " +"view, the particle system stops being rendered at all. You can use this " +"property to boost performance by keeping the box as small as possible." +msgstr "" + +msgid "" +"One thing to keep in mind when you set a size for the ``Visibility AABB`` is " +"that particles that are outside of its bounds disappear instantly when it " +"leaves the camera's field of view. This, while not technically a bug, can " +"have a negative effect on the visual experience." +msgstr "" + +msgid "" +"When the ``Local Coords`` property is checked, all particle calculations use " +"the local coordinate system to determine things like up and down, gravity, " +"and movement direction. Up and down, for example, would follow the particle " +"system's or its parent node's rotation. When the property is unchecked, the " +"global world space is used for these calculations: Down will always be -Y in " +"world space, regardless of the particle system's rotation." +msgstr "" + +msgid "Local space coordinates (left) vs. world space coordinates (right)" +msgstr "" + +msgid "" +"The ``Draw Order`` property controls the order in which individual particles " +"are drawn. ``Index`` means that they are drawn in the order of emission: " +"particles that are spawned later are drawn on top of earlier ones. " +"``Lifetime`` means that they are drawn in the order of their remaining " +"lifetime. ``Reverse Lifetime`` reverses the ``Lifetime`` draw order. ``View " +"Depth`` means particles are drawn according to their distance from the " +"camera: The ones closer to the camera on top of those farther away." +msgstr "" + +msgid "" +"The ``Transform Align`` property controls the particle's default rotation. " +"``Disabled`` means they don't align in any particular way. Instead, their " +"rotation is determined by the values set in the process material. ``Z-" +"Billboard`` means that the particles will always face the camera. This is " +"similar to the ``Billboard`` property in the :ref:`Standard Material " +"`. ``Y to Velocity`` means that each particle's Y-" +"axis aligns with its movement direction. This can be useful for things like " +"bullets or arrows, where you want particles to always point \"forward\". ``Z-" +"Billboard + Y to Velocity`` combines the previous two modes. Each particle's " +"Z-axis will point towards the camera while its Y-axis will align with their " +"velocity." +msgstr "" + +#, fuzzy +msgid "Trail properties" +msgstr "Editovatelné vlastnosti." + +#, fuzzy +msgid "Particle trails" +msgstr "**Částice:**" + +#, fuzzy +msgid "Particle trail properties" +msgstr "Editovatelné vlastnosti." + +msgid "" +"The ``Enabled`` property controls whether particles are rendered as trails. " +"The box needs to be checked if you want to make use of particle trails." +msgstr "" + +msgid "" +"The ``Length Secs`` property controls for how long a trail should be " +"emitted. The longer this duration is, the longer the trail will be." +msgstr "" + +msgid "" +"See the :ref:`Particle trails ` section in this " +"manual for a detailed explanation of how particle trails work and how to set " +"them up." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po new file mode 100644 index 0000000000..4fb9d8e3e2 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po @@ -0,0 +1,124 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Particle sub-emitters" +msgstr "Shadery částic" + +msgid "Chained sub-emitters" +msgstr "" + +msgid "" +"Sometimes a visual effect cannot be created with a single particle system " +"alone. Sometimes a particle system needs to be spawned as a response to " +"something that happens in another particle system. Fireworks are a good " +"example of that. They usually consist of several stages of explosions that " +"happen in sequence. Sub-emitters are a good way to achieve this kind of " +"effect." +msgstr "" + +msgid "Assign sub-emitter" +msgstr "" + +msgid "Click to assign a sub-emitter..." +msgstr "" + +#, fuzzy +msgid "List particle systems" +msgstr "Systémy částic" + +msgid "\\...and select one from the scene" +msgstr "" + +msgid "" +"A sub-emitter is a particle system that spawns as a child of another " +"particle system. You can add sub-emitters to sub-emitters, chaining particle " +"effects as deep as you like." +msgstr "" + +msgid "" +"To create a sub-emitter, you need at least two particle systems in the same " +"scene. One of them will be the parent and one will be set as the child. Find " +"the ``Sub Emitter`` property on the parent and click the box next to it to " +"assign the sub-emitter. You will see a list of available particle systems in " +"the scene. Select one and click the confirmation button." +msgstr "" + +msgid "" +"Particle systems from instanced scenes can be set as sub-emitters too, as " +"long as the ``Editable Children`` property is enabled on the instanced " +"scene. This also works the other way around: You can assign a sub-emitter to " +"a particle system in an instanced scene, even one coming from a different " +"instanced scene." +msgstr "" + +msgid "" +"When you set a particle system as the sub-emitter of another, the system " +"stops emitting, even if the ``Emitting`` property was checked. Don't worry, " +"it didn't break. This happens to every particle system as soon as it becomes " +"a sub-emitter. You also won't be able to re-enable the property as long as " +"the particle system is used as a sub-emitter." +msgstr "" + +msgid "" +"Even though the parent particle system can be selected from the list of " +"available particle systems, a particle system which is its own sub-emitter " +"does not work in Godot. It will simply not spawn. The same is true for any " +"other kind of recursive or self-referential sub-emitter setup." +msgstr "" + +msgid "Emitter mode" +msgstr "" + +msgid "" +"When you assign a sub-emitter, you don't see it spawn right away. Emitting " +"is disabled by default and needs to be enabled first. Set the ``Mode`` " +"property in the ``Sub Emitter`` group of the :ref:`ParticleProcessMaterial " +"` to something other than " +"``Disabled``." +msgstr "" + +msgid "" +"The emitter mode also determines how many sub-emitter particles are spawned. " +"``Constant`` spawns a single particle at a frequency set by the " +"``Frequency`` property. For ``At End`` and ``At Collision`` you can set the " +"amount directly with the ``Amount At End`` and the ``Amount At Collision`` " +"properties." +msgstr "" + +msgid "Limitations" +msgstr "Omezení" + +msgid "" +"One thing to keep in mind is that the total number of active particles from " +"the sub-emitter is always capped by the ``Amount`` property on the sub-" +"emitter particle system. If you find that there are not enough particles " +"spawned from the sub-emitter, you might have to increase the amount in the " +"particle system." +msgstr "" + +msgid "" +"Some emitter properties are ignored when a particle system is spawned as a " +"sub-emitter. The ``Explosiveness`` property, for example, has no effect. " +"Depending on the emitter mode, the particles are either spawned sequentially " +"at fixed intervals or explosively all at once." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po new file mode 100644 index 0000000000..a04cab905a --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po @@ -0,0 +1,233 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle trails" +msgstr "**Částice:**" + +#, fuzzy +msgid "Particle trails" +msgstr "**Částice:**" + +#, fuzzy +msgid "Particle trail params" +msgstr "**Částice:**" + +#, fuzzy +msgid "Setting up particle trails" +msgstr "Nastavení herního prostoru" + +msgid "" +"Godot provides several types of trails you can add to a particle system. " +"Before you can work with trails, you need to set up a couple of parameters " +"first. Create a new particle system and assign a process material :ref:`as " +"described before `. In the ``Trails`` group " +"of the particle system, check the box next to ``Enabled`` and increase the " +"emission duration by setting ``Lifetime`` to something like ``0.8``. On the " +"process material, set ``Direction`` to ``(X=0,Y=1.0,Z=0)`` and ``Initial " +"Velocity`` to ``10.0`` for both ``Min`` and ``Max``." +msgstr "" + +msgid "" +"The only thing that's still missing is a mesh for the draw pass. The type of " +"mesh that you set here controls what kind of particle trail you will end up " +"with." +msgstr "" + +msgid "Ribbon trails" +msgstr "" + +#, fuzzy +msgid "Particle ribbon" +msgstr "Částicové uzly" + +msgid "Important ribbon mesh parameters" +msgstr "" + +msgid "" +"The simplest type of particle trail is the ribbon trail. Navigate to the " +"``Draw Passes`` section and select ``New RibbonTrailMesh`` from the options " +"for ``Pass 1``. A :ref:`RibbonTrailMesh ` is a simple " +"quad that is divided into sections and then stretched and repeated along " +"those sections." +msgstr "" + +msgid "" +"Assign a new :ref:`Standard Material ` to the " +"``Material`` property and enable ``Use Particle Trails`` in the " +"``Transform`` property group. The particles should now be emitting in trails." +msgstr "" + +msgid "" +"You have two options for the ribbon mesh ``Shape`` parameter. ``Cross`` " +"creates two perpendicular quads, making the particle trail a little more " +"three-dimensional. This really only makes sense if you don't draw the trails " +"in ``Particle Billboard`` mode and helps when looking at the particles from " +"different angles. The ``Flat`` option limits the mesh to a single quad and " +"works best with billboard particles." +msgstr "" + +msgid "" +"The ``Size`` parameter controls the trail's width. Use it to make trails " +"wider or more narrow." +msgstr "" + +msgid "" +"``Sections``, ``Section Length`` and ``Section Segments`` all work together " +"to control how smooth the particle trail looks. When a particle trail does " +"not travel in a straight line, the more sections it has the smoother it " +"looks as it bends and swirls. ``Section Length`` controls the length of each " +"section. Multiply this value by the number of sections to know the trail's " +"total length." +msgstr "" + +#, fuzzy +msgid "Particle ribbon sections" +msgstr "Částicové uzly" + +msgid "" +"3 sections, 1m section length (left) vs. 12 sections, 0.25m section length " +"(right). Notice how the total length of the trails stays the same." +msgstr "" + +msgid "" +"The ``Section Segments`` parameter further subdivides each section into " +"segments. It has no effect on the smoothness of the trail's sections, " +"though. Instead, it controls the smoothness of the particle trail's overall " +"shape. The ``Curve`` property defines this shape. Click the box next to " +"``Curve`` and assign or create a new curve. The trail will be shaped just " +"like the curve with the curve's value at ``0.0`` at the trail's head and the " +"curve's value at ``1.0`` at the trail's tail." +msgstr "" + +#, fuzzy +msgid "Particle ribbon curves" +msgstr "Částicové uzly" + +msgid "" +"Particle trails shaped by different curves. The trails move from left to " +"right." +msgstr "" + +msgid "" +"Depending on the complexity of the curve, the particle trail's shape will " +"not look very smooth when the number of sections is low. This is where the " +"``Section Segments`` property comes in. Increasing the amount of section " +"segments adds more vertices to the trail's sides so that it can follow the " +"curve more closely." +msgstr "" + +#, fuzzy +msgid "Particle ribbon segments" +msgstr "Částicové uzly" + +msgid "" +"Particle trail shape smoothness: 1 segment per section (top), 12 segments " +"per section (bottom)" +msgstr "" + +msgid "Tube trails" +msgstr "" + +msgid "" +"Tube trails share a lot of their properties with ribbon trails. The big " +"difference between them is that tube trails emit cylindrical meshes instead " +"of quads." +msgstr "" + +#, fuzzy +msgid "Particle tube trails" +msgstr "**Částice:**" + +msgid "Tube trails emit cylindrical particles" +msgstr "" + +msgid "" +"To create a tube trail, navigate to the ``Draw Passes`` section and select " +"``New TubeTrailMesh`` from the options for ``Pass 1``. A :ref:`TubeTrailMesh " +"` is a cylinder that is divided into sections and then " +"stretched and repeated along those sections. Assign a new :ref:`Standard " +"Material ` to the ``Material`` property and enable " +"``Use Particle Trails`` in the ``Transform`` property group. The particles " +"should now be emitting in long, cylindrical trails." +msgstr "" + +#, fuzzy +msgid "Particle tube" +msgstr "Částicové uzly" + +msgid "Important tube mesh parameters" +msgstr "" + +msgid "" +"The ``Radius`` and ``Radial Steps`` properties are to tube trails what " +"``Size`` is to ribbon trails. ``Radius`` defines the radius of the tube and " +"increases or decreases its overall size. ``Radial Steps`` controls the " +"number of sides around the tube's circumference. A higher value increases " +"the resolution of the tube's cap." +msgstr "" + +msgid "" +"``Sections`` and ``Section Length`` work the same for tube trails and ribbon " +"trails. They control how smooth the tube trail looks when it is bending and " +"twisting instead of moving in a straight line. Increasing the number of " +"sections will make it look smoother. Change the ``Section Length`` property " +"to change the length of each section and with it the total length of the " +"trail. ``Section Rings`` is the tube equivalent of the ``Section Segments`` " +"property for ribbons. It subdivides the sections and adds more geometry to " +"the tube to better fit the custom shape defined in the ``Curve`` property." +msgstr "" + +msgid "" +"You can shape tube trails with curves, just as you can with ribbon trails. " +"Click the box next to the ``Curve`` property and assign or create a new " +"curve. The trail will be shaped like the curve with the curve's value at " +"``0.0`` at the trail's head and the curve's value at ``1.0`` at the trail's " +"tail." +msgstr "" + +#, fuzzy +msgid "Particle tubes" +msgstr "Částicové uzly" + +msgid "" +"Particle tube trails with a custom curve shape: 4 radial steps, 3 sections, " +"1 section ring (left), 12 radial steps, 9 sections, 3 section rings (right)" +msgstr "" + +msgid "" +"An important property you might want to set is ``Transform Align`` in the " +"particle system's ``Drawing`` group. If you leave it as is, the tubes will " +"not preserve volume; they flatten out as they move because their Y-axis " +"keeps pointing up even as they change direction. This can cause a lot of " +"rendering artifacts. Set the property to ``Y to Velocity`` instead and each " +"particle trail keeps its Y-axis aligned along the direction of its movement." +msgstr "" + +#, fuzzy +msgid "Particle tubes aligned" +msgstr "Shadery částic" + +msgid "" +"Particle tube trails without alignment (left) and with Y-axis aligned to " +"velocity (right)" +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po new file mode 100644 index 0000000000..7671294807 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po @@ -0,0 +1,188 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Particle turbulence" +msgstr "Částicové uzly" + +msgid "" +"Turbulence uses a noise texture to add variation and interesting patterns to " +"particle movement. It can be combined with :ref:`particle attractors " +"` and :ref:`collision " +"` nodes to create even more complex looking " +"behavior." +msgstr "" + +#, fuzzy +msgid "Turbulence properties" +msgstr "Editovatelné vlastnosti." + +#, fuzzy +msgid "Particle turbulence properties" +msgstr "Editovatelné vlastnosti." + +msgid "" +"There are two things you have to do before turbulence has any effect on a " +"particle system. First you must add movement to the particle system. " +"Turbulence modifies a particle's movement direction and speed, but it " +"doesn't create any. It is enough to give the particle system some gravity, " +"but you can just as well create a number of attractors if you want the " +"particles to follow a more complex movement path. Second, you need to :ref:" +"`enable turbulence in the particle process material " +"`. Once enabled, you have access " +"to all the turbulence properties." +msgstr "" + +msgid "" +"Turbulence makes use of 3D noise, which has a high performance cost on the " +"GPU. Only enable turbulence on a few particle systems on screen at most. " +"Using turbulence is not recommended when targeting mobile/web platforms." +msgstr "" + +#, fuzzy +msgid "Noise properties" +msgstr "Fyzikální vlastnosti" + +msgid "" +"The basis for particle turbulence is a noise pattern. There are several " +"properties that allow you to manipulate different attributes of this pattern." +msgstr "" + +msgid "" +"The ``Noise Strength`` property controls the pattern's contrast, which " +"affects the overall turbulence sharpness. A lower value creates a softer " +"pattern where individual movement paths are not as sharply separated from " +"another. Set this to a higher number to make the pattern more distinct." +msgstr "" + +msgid "Turbulence noise strength" +msgstr "" + +msgid "" +"At a value of 1 (left), the noise strength produces softer turbulence " +"patterns than at 20 (right)" +msgstr "" + +msgid "" +"The ``Noise Scale`` property controls the pattern's frequency. It basically " +"changes the noise texture's UV scale where a smaller value produces finer " +"detail, but repeating patterns become noticeable faster. A larger value " +"results in a weaker turbulence pattern overall, but the particle system can " +"cover a larger area before repetition starts to become an issue." +msgstr "" + +msgid "Turbulence noise scale" +msgstr "" + +msgid "" +"Turbulence noise scale produces finer details at a value of 1.5 (left) than " +"at 6 (right)" +msgstr "" + +msgid "" +"The ``Noise Speed`` property takes a vector and controls the noise panning " +"speed and direction. This allows you to move the noise pattern over time, " +"which adds another layer of movement variation to the particle system." +msgstr "" + +msgid "" +"Don't mix up particle movement speed and noise panning speed! They are two " +"different things. Particle movement is determined by a number of properties, " +"including the turbulence noise. The ``Noise Speed`` property moves the " +"pattern itself, which in turn changes where the noise affects the particles." +msgstr "" + +msgid "" +"At a value of ``(X=0,Y=0,Z=0)``, the noise pattern doesn't move at all. The " +"influence on particle movement stays the same at any given point. Set the " +"speed to ``(X=1,Y=0,Z=0)`` instead, and the noise pattern moves along the X-" +"axis." +msgstr "" + +msgid "Turbulence noise speed" +msgstr "" + +msgid "" +"Different noise speed values. Left\\: (X=0,Y=0,Z=0), middle\\: (X=0.5,Y=0.5," +"Z=0.5), right\\: (X=0,Y=-2,Z=0)." +msgstr "" + +msgid "" +"The ``Noise Speed Random`` property adds some randomness to the noise " +"panning speed. This helps with breaking up visible patterns, especially at " +"higher panning speeds when repetition becomes noticeable faster." +msgstr "" + +#, fuzzy +msgid "Influence properties" +msgstr "Seskupování vlastností" + +msgid "" +"The influence properties determine how much each particle is affected by " +"turbulence. Use ``Influence Min`` to set a minimum value and ``Influence " +"Max`` to set a maximum value. When a particle spawns, the influence is " +"randomly chosen from within this range. You can also set up a curve with the " +"``Influence Over Life`` property that modifies that value over each " +"particle's lifetime. These three properties together control the strength of " +"the turbulence's effect on the particle system :ref:`as described before " +"`." +msgstr "" + +msgid "" +"Since these properties affect the overall influence of the turbulence over a " +"particle system, both movement direction and speed change as you set " +"different values. A stronger influence causes a particle to move faster and " +"all particles to follow along narrower paths as a result of that." +msgstr "" + +msgid "Turbulence influence" +msgstr "" + +msgid "" +"Notice how the particle paths are more narrow and less spread out at high " +"influence values (right)" +msgstr "" + +#, fuzzy +msgid "Displacement properties" +msgstr "Signály a vlastnosti" + +msgid "" +"Displacement changes a particle's starting position. Use ``Initial " +"Displacement Min`` to set a lower limit and ``Initial Displacement Max`` to " +"set an upper limit. When a particle spawns, the amount of displacement is " +"randomly chosen from within this range and multiplied by a random direction." +msgstr "" + +msgid "" +"Displacement is very useful to break up regular shapes or to create complex " +"shapes from simpler ones. The only difference between the particle systems " +"in the screenshot below is the value given to the displacement properties." +msgstr "" + +msgid "Turbulence displacement" +msgstr "" + +msgid "" +"No displacement (left), displacement value of 5 (middle), displacement range " +"[-20, 20] (right)" +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po index 9503252b1d..26c241a73c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -87,21 +87,17 @@ msgstr "" msgid "To enable physical light units correctly, there are 4 steps required:" msgstr "" -#, fuzzy msgid "Enable the project setting." -msgstr "Nastavení projektu ladění" +msgstr "Povolte nastavení projektu." -#, fuzzy msgid "Configure the camera." -msgstr "Konfigurace běhu" +msgstr "Nastavte kameru." -#, fuzzy msgid "Configure the environment." -msgstr "Konfigurace běhu" +msgstr "Nastavte prostředí." -#, fuzzy msgid "Configure Light3D nodes." -msgstr "Konfigurace běhu" +msgstr "Nastavte uzly Light3D." msgid "" "Since physical light and camera units only require a handful of calculations " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po index f1d0f9d810..d26c38de3f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -68,13 +68,12 @@ msgstr "" msgid "``ARRAY_VERTEX``" msgstr "" -#, fuzzy msgid "" ":ref:`PackedVector3Array ` or :ref:" "`PackedVector2Array `" msgstr "" -":ref:`PoolVector2Array `: ``: pole " -"objektů :ref:`Vector2 `." +":ref:`PackedVector3Array `nebo :ref:" +"`PackedVector2Array> `" msgid "1" msgstr "" @@ -115,13 +114,12 @@ msgstr "" msgid "``ARRAY_TEX_UV``" msgstr "" -#, fuzzy msgid "" ":ref:`PackedVector2Array ` or :ref:" "`PackedVector3Array `" msgstr "" -":ref:`PoolVector2Array `: ``: pole " -"objektů :ref:`Vector2 `." +":ref:`PackedVector2Array `nebo :ref:" +"`PackedVector3Array `" msgid "5" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po index 55e258369b..c19a96edda 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po index 9ae4e0d4c9..bb20c4d284 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -173,7 +173,7 @@ msgid "" "ImmediateMesh is a mesh that uses an immediate mode style interface (like " "SurfaceTool) to draw objects. The difference between ImmediateMesh and the " "SurfaceTool is that ImmediateMesh is drawn directly with code dynamically, " -"while the SurfaceTool is used to generated a Mesh that you can do whatever " +"while the SurfaceTool is used to generate a Mesh that you can do whatever " "you want with." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po index 400c04d73a..7e144f26e4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po index 282f78f2c0..4b11f039df 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po index cf5acc2044..e99a9bb901 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po index 226050b493..8c4aaa1288 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po index 8c9b88849c..6b89b5359d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,13 +58,12 @@ msgstr "" msgid "How to balance decal configuration between performance and quality." msgstr "" -#, fuzzy msgid "" "The Godot demo projects repository contains a `3D decals demo `__." msgstr "" -"Příklad projektu najdete v ukázce testování OS: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" +"Repozitář demo projektů Godot obsahuje ` demo 3D obtisků `__." msgid "" "If you're looking to write arbitrary 3D text on top of a surface, use :ref:" @@ -147,9 +146,8 @@ msgstr "" msgid "Creating decals in the editor" msgstr "Připojení signálu v editoru" -#, fuzzy msgid "Create a Decal node in the 3D editor." -msgstr "Připojení signálu v editoru" +msgstr "Vytvořte uzel Obtisku v 3D editoru." msgid "" "In the inspector, expand the **Textures** section and load a texture in " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po index f7831b61ce..e4c6d62758 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 0d303d2df9..b852c22123 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po index 3329bb7710..0364bf0a6e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po index 5ae4f6dd72..62ce0d2f0f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,9 +21,8 @@ msgstr "" msgid "Variable rate shading" msgstr "Přetypování proměnných" -#, fuzzy msgid "What is variable rate shading?" -msgstr "Co je vizuální skriptování" +msgstr "Co je proměnná doba stínování?" msgid "" "In modern 3D rendering engines, shaders are much more complex compared to " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po index 0288580b1b..d7bd69ff05 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po index 210b291939..935c119ee8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -242,6 +242,12 @@ msgid "" "aliasing artifacts. Disable when more detail is required." msgstr "" +msgid "" +"Volumetric fog can cause banding to appear on the viewport, especially at " +"higher density levels. See :ref:`doc_3d_rendering_limitations_color_banding` " +"for guidance on reducing banding." +msgstr "" + msgid "Using fog volumes for local volumetric fog" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po index a3c26c67db..d79fb9f4c4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po index d1488f2dd3..10565ad3b8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po index ce6a18ff31..ba2cbc4912 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po index c31cc18106..e9971a4feb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po index e0b75ba5e8..651611ac46 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po index 4ce2b3a44e..930e7bbf6f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po index 15502a2431..888563317f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po index 60c0ba4129..f7d756a94f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -245,11 +245,10 @@ msgstr "" msgid "Playback limitations" msgstr "Omezení" -#, fuzzy msgid "" "There are several limitations with the current implementation of video " "playback in Godot:" -msgstr "Export glTF má několik omezení." +msgstr "Současná implementace přehrávání videa v Godot má několik omezení:" msgid "Seeking a video to a certain point is not supported." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po index 69b0b6a84e..a2133570e3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po index 1c4a0a5e93..443fd02867 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po index 41e41d444d..700ca9ad2a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po index 336ebc9fda..be508c2123 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po index 4f23270e62..4d7489617a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po index f1ceffd7a7..9e1deab08c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po index 6eb51bb175..e30eb54cf3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po index eceea3b42d..517928b761 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po index a5c680ba87..f60b2735ef 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -166,7 +166,6 @@ msgid "" msgstr "" "Navíc budou ve skryté složce ``res://.import`` přednastaveny další zdroje:" -#, fuzzy msgid "" "If any of the files present in this folder is erased (or the whole folder), " "the asset or assets will be reimported automatically. As such, committing " @@ -178,7 +177,7 @@ msgstr "" "složky), zdroj nebo zdroje budou automaticky reimportovány. Odeslání této " "složky do systému správy verzí je proto volitelné. Může zkrátit dobu " "opětovného importu při kontrole na jiném počítači, ale zabere podstatně více " -"místa a času pro přenos. Vyberte si svoje!" +"místa a času pro přenos. Vyberte si svoje." msgid "" "The default version control metadata that can be generated on project " @@ -230,13 +229,12 @@ msgstr "" "Jedná se o velmi jednoduchý pracovní postup, na se dá zvyknout velice " "rychle. Podporuje také korektnější způsob nakládání se zdroji." -#, fuzzy msgid "" "There are many types of assets available for import. Continue reading to " "understand how to work with all of them:" msgstr "" "Pro import je k dispozici mnoho typů zdrojů, proto pokračujte ve čtení, " -"abyste pochopili, jak se všemi pracovat!" +"abyste pochopili, jak se všemi pracovat:" #, fuzzy msgid ":ref:`doc_importing_images`" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po index fdc512cbdf..41aa2e0075 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -88,9 +88,8 @@ msgstr "" msgid "Exporting glTF 2.0 files from Blender (recommended)" msgstr "Export souborů glTF 2.0 z programu Blender" -#, fuzzy msgid "There are 3 ways to export glTF files from Blender:" -msgstr "Export souborů glTF 2.0 z programu Blender" +msgstr "Jsou zde tři možnosti jak exportovat glTF 2.0 z programu Blender:" msgid "As a glTF binary file (``.glb``)." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po index 4e8d2cc91a..958055f35e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -790,9 +790,8 @@ msgid "" "described above." msgstr "Dílčí zdroje nelze upravovat (uložte je externě, jak je popsáno výše)" -#, fuzzy msgid "Other than that, everything is allowed." -msgstr "Jinak je vše povoleno!" +msgstr "Jinak je vše povoleno." msgid "Translation status" msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po index fc9f8b97a0..707c09568d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po index c10923398b..8390ffa342 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po index b7281319d2..61e066a4e9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -200,6 +200,16 @@ msgid "" msgstr "" "Komplexní přehled kolizních tvarů naleznete v :ref:`doc_collision_shapes_3d`." +msgid "Create Occluder (-occ, -occonly)" +msgstr "" + +msgid "" +"If a mesh is imported with the ``-occ`` suffix an :ref:`class_occluder3D` " +"node will be created based on the geometry of the mesh, it does not replace " +"the mesh. A mesh node with the ``-occonly`` suffix will be converted to an :" +"ref:`class_occluder3D` on import." +msgstr "" + msgid "Create navigation (-navmesh)" msgstr "Vytvoření navigace (-navmesh)" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po index 039c4f54ef..4a1f034a01 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -30,9 +30,8 @@ msgid "" msgstr "" "Godot nabízí tři možnosti importu zvukových dat: WAV, Ogg Vorbis a MP3." -#, fuzzy msgid "Each format has different advantages:" -msgstr "Každý má jiné výhody." +msgstr "Každý formát má jiné výhody:" msgid "" "WAV files use raw data or light compression (IMA-ADPCM). They are " @@ -306,9 +305,8 @@ msgid "" "playing dozens of compressed sounds at the same time on mobile/web platforms." msgstr "" -#, fuzzy msgid "Import options (Ogg Vorbis and MP3)" -msgstr "Možnosti importu jsou rozsáhlé:" +msgstr "Možnosti importu (Ogg Vorbis a MP3)" #, fuzzy msgid "Loop" @@ -466,7 +464,6 @@ msgstr "" msgid "Use real-time audio effects to reduce file size" msgstr "" -#, fuzzy msgid "" "Godot has an :ref:`extensive bus system ` with built-in " "effects. This saves SFX artists the need to add reverb to the sound effects, " @@ -475,7 +472,7 @@ msgstr "" "Godot má :ref:`rozsáhlý systém sběrnic ` s vestavěnými " "efekty. Díky tomu nemusí tvůrci SFX přidávat ke zvukovým efektům dozvuk, což " "výrazně snižuje jejich velikost a zajišťuje správné ořezání. Řekněte ne SFX " -"se zabudovaným dozvukem!" +"se zabudovaným dozvukem." #, fuzzy msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po index 7b9225bec3..d1deb4da03 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -82,12 +82,14 @@ msgid "" ">`__ when importing them. `Support is limited `__; " -"complex vectors may not render correctly. You can check whether ThorVG can " -"render a certain vector correctly using its `web-based viewer `__. For complex vectors, rendering them to PNGs using " -"`Inkscape `__ is often a better solution. This can be " -"automated thanks to its `command-line interface `__." +"complex vectors may not render correctly. :ref:`Text must be converted to " +"paths `; otherwise, it won't appear in the " +"rasterized image. You can check whether ThorVG can render a certain vector " +"correctly using its `web-based viewer `__. " +"For complex vectors, rendering them to PNGs using `Inkscape `__ is often a better solution. This can be automated thanks " +"to its `command-line interface `__." msgstr "" "SVG (``.svg``, ``.svgz``) - SVG jsou při importu rastrovány pomocí `NanoSVG " "`__. Podpora je omezená; složité " @@ -729,8 +731,9 @@ msgid "" "effective if **Roughness > Src Normal** is not empty." msgstr "" -msgid "Rougness > Src Normal" -msgstr "" +#, fuzzy +msgid "Roughness > Src Normal" +msgstr "Režim komprese" msgid "" "The path to the texture to consider as a normal map for roughness filtering " @@ -764,17 +767,16 @@ msgstr "" msgid "Process > Premult Alpha" msgstr "Přednásobená Alpha" -#, fuzzy msgid "" "An alternative to fixing darkened borders with **Fix Alpha Border** is to " "use premultiplied alpha. By enabling this option, the texture will be " "converted to this format. A premultiplied alpha texture requires specific " "materials to be displayed correctly:" msgstr "" -"Alternativou pro opravu ztmavených okrajů je použití přednásobené alfa. " -"Povolením této možnosti bude textura převedena do tohoto formátu. Mějte na " -"paměti, že na prvcích plátna, které to potřebují, bude třeba vytvořit " -"materiál, který bude používat režim prolnutí PREMULT ALPHA." +"Alternativou pro opravu ztmavených okrajů je použití **Fixni Alpha Okraje** " +"je použití přednásobené alfy. Povolením této možnosti bude textura převedena " +"do tohoto formátu. Přednásobené alfa textury vyžadují specifické materiály " +"aby se mohly zobrazovat správně:" msgid "" "In 2D, a :ref:`class_CanvasItemMaterial` will need to be created and " @@ -859,6 +861,67 @@ msgid "" "in 3D), but choosing **VRAM Compressed** or **Basis Universal** will." msgstr "" +#, fuzzy +msgid "SVG > Scale" +msgstr "Měřítko" + +msgid "*This is only available for SVG images.*" +msgstr "" + +msgid "" +"The scale the SVG should be rendered at, with ``1.0`` being the original " +"design size. Higher values result in a larger image. Note that unlike font " +"oversampling, this affects the physical size the SVG is rendered at in 2D. " +"See also **Editor > Scale With Editor Scale** below." +msgstr "" + +msgid "Editor > Scale With Editor Scale" +msgstr "" + +msgid "" +"If true, scales the imported image to match the editor's display scale " +"factor. This should be enabled for editor plugin icons and custom class " +"icons, but should be left disabled otherwise." +msgstr "" + +msgid "Editor > Convert Colors With Editor Theme" +msgstr "" + +msgid "" +"If checked, converts the imported image's colors to match the editor's icon " +"and font color palette. This assumes the image uses the exact same colors " +"as :ref:`Godot's own color palette for editor icons `, " +"with the source file designed for a dark editor theme. This should be " +"enabled for editor plugin icons and custom class icons, but should be left " +"disabled otherwise." +msgstr "" + +#, fuzzy +msgid "Importing SVG images with text" +msgstr "Import obrázků" + +msgid "" +"As the SVG library used in Godot doesn't support rasterizing text found in " +"SVG images, text must be converted to a path first. Otherwise, text won't " +"appear in the rasterized image." +msgstr "" + +msgid "" +"There are two ways to achieve this in a non-destructive manner, so you can " +"keep editing the original text afterwards:" +msgstr "" + +msgid "" +"Select your text object in Inkscape, then duplicate it in place by pressing :" +"kbd:`Ctrl + D` and use **Path > Object to Path**. Hide the original text " +"object afterwards using the **Layers and Objects** dock." +msgstr "" + +msgid "" +"Use the Inkscape command line to export a SVG from another SVG file with " +"text converted to paths:" +msgstr "" + msgid "Best practices" msgstr "Osvědčené postupy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po index 1f75305966..2d0911f6a5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po index a38d73f5ef..dea0c92a25 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po index a497fe473e..34809b76dd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po index 2968fd6269..046fdabf15 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po index 8622702138..71bf43ba2d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po index 99d0ef98cb..cf70ad6318 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po index 184077a7d8..146940985d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index daf4bae851..21693c9989 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po index e1425f3301..4a1aa10bdc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po index 230d5e2d59..03dddf6427 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,13 +27,40 @@ msgstr "Základní použití" msgid "Basic usage of text-to-speech involves the following one-time steps:" msgstr "" +msgid "Enable TTS in the Godot editor for your project" +msgstr "" + msgid "Query the system for a list of usable voices" msgstr "" msgid "Store the ID of the voice you want to use" msgstr "" -msgid "Once you have the voice ID, you can use it to speak some text:" +msgid "" +"By default, the Godot project-level setting for text-to-speech is disabled, " +"to avoid unnecessary overhead. To enable it:" +msgstr "" + +#, fuzzy +msgid "Go to **Project > Project Settings**" +msgstr "Přejděte na *Project -> Project Settings*." + +msgid "Make sure the **Advanced Settings** toggle is enabled" +msgstr "" + +msgid "Click on **Audio > General**" +msgstr "" + +msgid "Ensure the **Text to Speech** option is checked" +msgstr "" + +msgid "Restart Godot if prompted to do so." +msgstr "" + +msgid "" +"Text-to-speech uses a specific voice. Depending on the user's system, they " +"might have multiple voices installed. Once you have the voice ID, you can " +"use it to speak some text:" msgstr "" msgid "Requirements for functionality" @@ -65,6 +92,23 @@ msgstr "" msgid "**Arch Linux**" msgstr "" +msgid "Troubleshooting" +msgstr "Odstraňování problémů" + +msgid "" +"If you get the error `Invalid get index '0' (on base: 'PackedStringArray').` " +"for the line `var voice_id = voices[0]`, check if there are any items in " +"`voices`. If not:" +msgstr "" + +msgid "All users: make sure you enabled **Text to Speech** in project settings" +msgstr "" + +msgid "" +"Linux users: ensure you installed the system-specific libraries for text to " +"speech" +msgstr "" + msgid "Best practices" msgstr "Osvědčené postupy" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po index 0fa722adf5..a3f7852adf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po index c396881a71..f4177d4c85 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po index d0374b65b8..0cafcc32c9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po index 9cb9595a06..86462449e8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po index a1349c027e..c8ec839eec 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po index 3bed4ac198..7a6ca5ab45 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po index 65a46c26f5..bb6135774b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po index eb7b1c29a2..50474c38ae 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po index 6498d14106..01d9660166 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po index d9e3a5d2f9..90099a3c2f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po index ec4142e564..c5a3643a3c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po index c707b7521e..a5c9f02a78 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -53,11 +53,6 @@ msgstr "" msgid "Official Git plugin" msgstr "Oficiální zásuvný modul Git" -msgid "" -"As of July 2023, the Git plugin hasn't been updated to work with Godot 4.1 " -"and later yet." -msgstr "" - #, fuzzy msgid "" "Using Git from inside the editor is supported with an official plugin. You " @@ -69,14 +64,12 @@ msgstr "" "plugin/releases>`__ . Dokumentaci k používání zásuvného modulu Git naleznete " "`zde `__." -#, fuzzy msgid "" "Documentation on how to use the Git plugin can be found on its `wiki " "`__." msgstr "" -"Nejnovější aktualizace, dokumentaci a zdrojový kód naleznete na adrese " -"`Godot iOS plugins repository `_" +"Dokumentaci jaj používat Git plugin můžete nalézt na hejich `wiki `__." msgid "Files to exclude from VCS" msgstr "Soubory k vyloučení z VCS" @@ -141,7 +134,6 @@ msgstr "" msgid "Working with Git on Windows" msgstr "Práce se systémem Git v systému Windows" -#, fuzzy msgid "" "Most Git for Windows clients are configured with the ``core.autocrlf`` set " "to ``true``. This can lead to files unnecessarily being marked as modified " @@ -151,7 +143,7 @@ msgstr "" "Většina klientů systému Git pro Windows je nakonfigurována s parametrem " "``core.autocrlf`` nastaveným na ``true``. To může vést k tomu, že soubory " "budou v systému Git zbytečně označeny jako změněné, protože jejich konce " -"řádků budou automaticky převedeny. Je lepší nastavit tuto volbu jako::" +"řádků budou automaticky převedeny. Je lepší nastavit tuto volbu jako." msgid "It is better to set this option as:" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po index f53072d941..e4e7cce58b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po index 50520dde4e..b3face7b39 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -747,14 +747,17 @@ msgstr "" "aktuální pracovní adresář, může být pro správnou funkci následujících " "příkazu nezbytné nastavit cestu k vašemu projektu." +#, fuzzy msgid "" -"This can be done by giving the path to the ``project.godot`` file of your " -"project as either the first argument, like this:" +"When running the editor, this can be done by giving the path to the " +"``project.godot`` file of your project as either the first argument, like " +"this:" msgstr "" "To lze provést buď zadáním cesty k souboru ``project.godot`` vašeho projektu " "jako prvního argumentu, například takto:" -msgid "Or by using the ``--path`` argument:" +#, fuzzy +msgid "For all commands, this can be done by using the ``--path`` argument:" msgstr "Nebo pomocí argumentu ``--path``:" msgid "" @@ -764,6 +767,17 @@ msgstr "" "Úplný příkaz pro export hry (jak je vysvětleno níže) může vypadat například " "takto:" +msgid "" +"When starting from a subdirectory of your project, use the ``--upwards`` " +"argument for Godot to automatically find the ``project.godot`` file by " +"recursively searching the parent directories." +msgstr "" + +msgid "" +"For example, running a scene (as explained below) nested in a subdirectory " +"might look like this when your working directory is in the same path:" +msgstr "" + msgid "Creating a project" msgstr "Vytvoření projektu" @@ -784,13 +798,19 @@ msgstr "Spuštění editoru" #, fuzzy msgid "" "Running the editor is done by executing Godot with the ``-e`` flag. This " -"must be done from within the project directory or a subdirectory, otherwise " -"the command is ignored and the Project Manager appears." +"must be done from within the project directory or by setting the project " +"path as explained above, otherwise the command is ignored and the Project " +"Manager appears." msgstr "" "Spouštění editoru se provádí spuštěním Godota s příznakem ``-e``. Toto musí " "být provedeno z adresáře nebo podadresáře projektu, jinak je příkaz " "ignorován a zobrazí se pouze správce projektu." +msgid "" +"When passing in the full path to the ``project.godot`` file, the ``-e`` flag " +"may be omitted." +msgstr "" + msgid "" "If a scene has been created and saved, it can be edited later by running the " "same code with that scene as argument." @@ -814,13 +834,19 @@ msgstr "" msgid "Running the game" msgstr "Spuštění hry" +#, fuzzy msgid "" -"To run the game, simply execute Godot within the project directory or " -"subdirectory." +"To run the game, execute Godot within the project directory or with the " +"project path as explained above." msgstr "" "Chcete-li hru spustit, jednoduše spusťte Godot v adresáři nebo podadresáři " "projektu." +msgid "" +"Note that passing in the ``project.godot`` file will always run the editor " +"instead of running the game." +msgstr "" + msgid "" "When a specific scene needs to be tested, pass that scene to the command " "line." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po index dad359897d..b7cb0b16c8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -114,9 +114,8 @@ msgid "" "following changes are persisted to the saved layout:" msgstr "" -#, fuzzy msgid "Moving a dock." -msgstr "Pohyb vpřed" +msgstr "Přesunutí ukotvení." msgid "Resizing a dock." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po index 0ca6473201..7cda4adbdc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po index b5e9eafde3..d784d0fa85 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -204,12 +204,12 @@ msgstr "" msgid "Below are some configuration steps for specific editors:" msgstr "" -#, fuzzy msgid "" "You need to install the official `Visual Studio Code plugin `_." msgstr "" -"`Visual Studio Code `_" +"Musite si nainstalovat oficiální `Visual Studio Code plugin `_." msgid "" "For **LSP**, follow `these instructions \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po index 80398747b1..a018d98dcb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,9 +17,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "The Inspector" -msgstr "Vzdálený inspektor." +msgstr "Inspektor" msgid "" "This page explains how the Inspector dock works in-depth. You will learn how " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po index ed26b283e5..d653696d22 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po index daa21e3c06..604585e41a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -39,9 +39,8 @@ msgstr "" msgid "Creating and importing projects" msgstr "Vytvoření nového projektu" -#, fuzzy msgid "To create a new project:" -msgstr "Vytvoření nového projektu." +msgstr "Vytvoření nového projektu:" #, fuzzy msgid "Click the **New** button on the top-left of the window." @@ -109,9 +108,8 @@ msgstr "" msgid "Click on its title." msgstr "" -#, fuzzy msgid "On the page that opens, click the download button." -msgstr "Nabídku exportu otevřete kliknutím na tlačítko **Export**:" +msgstr "Na nové otevřené stránce cliknete na tlačítko download." msgid "" "Once it finished downloading, click install and choose where you want to " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po index a468738f7e..89f9927d08 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po index bc1bd276c3..f1b9f28730 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -75,13 +75,11 @@ msgstr "" msgid "Here are the known limitations and issues of the Android editor:" msgstr "" -#, fuzzy msgid "No C#/Mono support" -msgstr "Žádná podpora C#/Mono." +msgstr "Žádná podpora C#/Mono" -#, fuzzy msgid "No support for external script editors" -msgstr "Žádná podpora externích editorů skriptů." +msgstr "Žádná podpora externích editorů skriptů" msgid "" "While available, the *Vulkan Forward+* renderer is not recommended due to " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po index 488b48f892..501507d4c7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po index eddfb6640a..e33ac21ffc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po index 27c1b404c1..c928c6fd11 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po index 27b6e7dc00..6f341a2d1e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -92,7 +92,7 @@ msgstr "" #, fuzzy msgid "" "Alternatively, you can install the Android SDK using the `command line tools " -"`__." +"`__." msgstr "" "Můžete nainstalovat použitím `Android Studio 4.1 či novější `__." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po index 4a5ee14078..b8e2e97d4b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po index 36305d9f3e..a9b1a19700 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -228,5 +228,38 @@ msgstr "" msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" msgstr "" +msgid "Troubleshooting" +msgstr "Odstraňování problémů" + +msgid "xcode-select points at wrong SDK location" +msgstr "" + +msgid "" +"xcode-select is a tool that comes with Xcode and among other things points " +"at iOS SDKs on your Mac. If you have Xcode installed, opened it, agreed to " +"the license agreement, and installed the command line tools, xcode-select " +"should point at the right location for the iPhone SDK. If it somehow " +"doesn't, Godot will fail exporting to iOS with an error that may look like " +"this:" +msgstr "" + +msgid "" +"In this case, Godot is trying to find the ``Platforms`` folder containing " +"the iPhone SDK inside the ``/Library/Developer/CommandLineTools/`` folder, " +"but the ``Platforms`` folder with the iPhone SDK is actually located under " +"``/Applications/Xcode.app/Contents/Developer``. To verify this, you can open " +"up Terminal and run the following command to see what xcode-select points at:" +msgstr "" + +msgid "" +"To fix xcode-select pointing at a wrong location, enter this command in " +"Terminal:" +msgstr "" + +msgid "" +"After running this command, Godot should be able to successfully export to " +"iOS." +msgstr "" + msgid "Translation status" msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po index f03e9df4c5..1101bf3a50 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po index 49e3be4fcf..1576a9cd02 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,10 +27,14 @@ msgid "" msgstr "" msgid "" -"macOS apps are exported as an ``.app`` bundle, a folder with a specific " +"macOS apps exported with the official export templates are exported as a " +"single \"Universal 2\" binary ``.app`` bundle, a folder with a specific " "structure which stores the executable, libraries and all the project files. " "This bundle can be exported as is, packed in a ZIP archive or DMG disk image " -"(only supported when exporting from a computer running macOS)." +"(only supported when exporting from a computer running macOS). `Universal " +"binaries for macOS support both Intel x86_64 and ARM64 (Apple silicon, i.e. " +"M1) architectures `__." msgstr "" #, fuzzy diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po index 8f75ffd9ac..a92f874988 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po index 2fce5bbdb6..f32ebd5622 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po index 7d8fd9778e..a395642963 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po index 341dbd0376..fcd84b001e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -168,6 +168,28 @@ msgstr "" "V té době se od uživatele očekává, že se vrátí k dokumentaci a bude " "postupovat podle pokynů, jak tuto platformu správně nastavit." +msgid "" +"The buttons at the bottom of the menu allow you to export the project in a " +"few different ways:" +msgstr "" + +msgid "" +"Export All: Export the project as a playable build (Godot executable and " +"project data) for all the presets defined. All presets must have an **Export " +"Path** defined for this to work." +msgstr "" + +msgid "" +"Export Project: Export the project as a playable build (Godot executable and " +"project data) for the selected preset." +msgstr "" + +msgid "" +"Export PCK/ZIP: Export the project resources as a PCK or ZIP package. This " +"is not a playable build, it only exports the project data without a Godot " +"executable." +msgstr "" + msgid "Export templates" msgstr "Šablony pro export" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po index 40934050e3..f3ec2d35fe 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po index 627f4268dc..cd68b6e889 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po index 0c67a1c510..9a79a3d0a8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po index 46c783f1eb..b3bc2cc268 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po index 90248a3e55..20d434bc17 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 089c897964..8233c39c26 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po index 8c7247e427..6b02cda3dc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1616,9 +1616,8 @@ msgstr "" msgid "jv" msgstr "" -#, fuzzy msgid "Javanese" -msgstr "Java:" +msgstr "Jávština" msgid "ka" msgstr "" @@ -3651,9 +3650,8 @@ msgstr "" msgid "unm" msgstr "Spustit" -#, fuzzy msgid "Unami" -msgstr "Dynamické:" +msgstr "Unami" msgid "ur" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 078b8e0ff2..40f7464dc0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -108,7 +108,7 @@ msgstr "Spuštění editoru" msgid "" "Since Godot 4.0, the editor can generate a PO template automatically from " -"specified scene and script files. This POT generation also supports " +"specified scene and GDScript files. This POT generation also supports " "translation contexts and pluralization if used in a script, with the " "optional second argument of ``tr()`` and the ``tr_n()`` method." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po index a8b72fff4a..c40758b0cc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 5006fbc5a2..89b29fbf37 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -283,6 +283,13 @@ msgid "" "confirm that your controller is recognized." msgstr "" +msgid "" +"On Windows Godot only supports up to 4 controllers at a time. This is " +"because Godot uses the XInput API, which is limited to supporting 4 " +"controllers at once. Additional controllers above this limit are ignored by " +"Godot." +msgstr "" + msgid "My controller has incorrectly mapped buttons or axes." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 5f973374f2..761c7d9c7c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po index 2c49b61467..70c8444fae 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po index 17dca97ba0..6d7d412b1b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po index 01c1d71752..1eb167cf9a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po index 2b2d0c7ca8..fbdbefb673 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -152,10 +152,8 @@ msgid "" "(in the ray direction from the click) will be cast. If this ray hits an " "object, it will call the :ref:`CollisionObject3D._input_event() " "` function in the " -"relevant physics object (bodies receive this callback by default, but areas " -"do not. This can be configured through :ref:`Area3D ` " -"properties). In the case of a 2D scene, conceptually the same happens with :" -"ref:`CollisionObject2D._input_event() " +"relevant physics object. In the case of a 2D scene, conceptually the same " +"happens with :ref:`CollisionObject2D._input_event() " "`." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index 712bfd87da..f6ff61806d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po index 1343652f89..4ad4e207b4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po index 7052d946f4..8b41d27eeb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -555,9 +555,8 @@ msgstr "" msgid "X+8" msgstr "" -#, fuzzy msgid "The number of properties that are serialized" -msgstr "Jsou zde dvě vlastnosti:" +msgstr "Počet vlastností které jsou serializovány" msgid "For each property:" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po index 89b6e4306c..62afcb88dc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po index ee031f0139..e2c87c6f68 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po index f26be8e687..9cad394236 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,9 +17,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Runtime file loading and saving" -msgstr "Spusťte následující příkazy:" +msgstr "Načítání a ukládání souborů za běhu" #, fuzzy msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po index 6f9880f060..27db63694d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 953a23801e..d967da7a90 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po index 98d2f15cda..a69d7adeb4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po index 18ae6527a5..7456b33c76 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index f351f7d5b6..a0788b7583 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po index 452c4e1a39..7406d5dd29 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po index e54edbf787..84b8ac2cb4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po index 40b6a548be..582e47f8c1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po index 23f64c1f5d..b372adf8f5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po index bf3ec20b94..00c8224adc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -77,9 +77,8 @@ msgstr "" msgid "Introduced" msgstr "Úvod" -#, fuzzy msgid "**Basis**" -msgstr "**Špatné**:" +msgstr "**Základ**" msgid "Method ``looking_at`` adds a new ``use_model_front`` optional parameter" msgstr "" @@ -372,9 +371,8 @@ msgstr "" msgid "**NavigationObstacle3D**" msgstr "Navigace" -#, fuzzy msgid "**NavigationServer2D**" -msgstr "Navigační sítě." +msgstr "**Navigační 2D server**" msgid "" "Method ``agent_set_callback`` renamed to ``agent_set_avoidance_callback``" @@ -388,9 +386,8 @@ msgid "" "``agent_set_time_horizon_agents`` and ``agent_set_time_horizon_obstacles``" msgstr "" -#, fuzzy msgid "**NavigationServer3D**" -msgstr "Navigační sítě." +msgstr "**Navigační 3D server**" msgid "Networking" msgstr "Sítě" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po index 3ed5a17fb7..1386170b52 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po index 8bad73d6d9..76070e8a4a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -198,13 +198,11 @@ msgstr "" msgid "Using the Project Manager" msgstr "Správce projektu" -#, fuzzy msgid "To use the project upgrade tool:" -msgstr "Nastavení cesty k projektu" +msgstr "Pro použití nástroje pro upgrade projektu:" -#, fuzzy msgid "Open the Godot 4 Project Manager." -msgstr "Správce projektu" +msgstr "Otevřete Správce Projektů Godot 4." msgid "" "Import the Godot 3.x project using the **Import** button, or use the " @@ -417,9 +415,8 @@ msgstr "Čtení textur" msgid "GradientTexture1D" msgstr "Čtení textur" -#, fuzzy msgid "KinematicBody" -msgstr "Kinematická tělesa." +msgstr "Kinematická tělesa" msgid "CharacterBody3D" msgstr "" @@ -449,9 +446,8 @@ msgstr "" msgid "AudioListener3D" msgstr "" -#, fuzzy msgid "NavigationMeshInstance" -msgstr "Navigační sítě." +msgstr "Navigační sítě" #, fuzzy msgid "NavigationRegion3D" @@ -555,9 +551,8 @@ msgstr "gl_Position" msgid "Marker3D" msgstr "" -#, fuzzy msgid "ProceduralSky" -msgstr "Procedurální obloha." +msgstr "Procedurální obloha" #, fuzzy msgid "RayShape" @@ -615,9 +610,8 @@ msgstr "textury" msgid "CompressedTexture2D" msgstr "Režim komprese" -#, fuzzy msgid "TextureProgress" -msgstr "Souřadnice textury." +msgstr "Souřadnice textury" msgid "TextureProgressBar" msgstr "" @@ -1387,9 +1381,8 @@ msgstr "" msgid "LightmapGI" msgstr "Světla" -#, fuzzy msgid "See :ref:`doc_using_lightmap_gi`." -msgstr ":ref:`doc_using_multimesh`" +msgstr "Viz :ref:`doc_using_lightmap_gi`." msgid "BakedLightmapData" msgstr "" @@ -1404,13 +1397,11 @@ msgstr "" msgid "FontFile" msgstr "Filtrovat soubory" -#, fuzzy msgid "See :ref:`doc_gui_using_fonts`." -msgstr ":ref:`doc_gui_containers`" +msgstr "Viz :ref:`doc_gui_using_fonts`." -#, fuzzy msgid "DynamicFont" -msgstr "Dynamické:" +msgstr "Dynamické fonty" #, fuzzy msgid "DynamicFontData" @@ -1446,13 +1437,11 @@ msgid "" "for 4D noise as it's absent from the FastNoiseLite library." msgstr "" -#, fuzzy msgid "ToolButton" -msgstr "Buttons (Tlačítka)." +msgstr "Buttons (Tlačítka)" -#, fuzzy msgid "Button" -msgstr "Buttons (Tlačítka)." +msgstr "Tlačítko" msgid "ToolButton was Button with the **Flat** property enabled by default." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po index dc8dd37d9d..03e0bd038a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po index d0bed576cc..36b81c5195 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po index 3122222a79..a6b615a355 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po index 8b2ca3dc43..521cb0c15d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po index c2a7901276..6f4d8e558f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po index d9ec199a7f..17210961f3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po index ecbb20b19d..e6ec858744 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po index 3a2b4665bb..859a9a7adc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po index c4ed5e7e8d..be2f66311a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po index f76058ec60..6cef4d6f98 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -54,11 +54,10 @@ msgid "" "when their ``target_position`` is set with a global position." msgstr "" -#, fuzzy msgid "" "The result of the pathfinding can be influenced with the following " "properties." -msgstr "Vyplňte formulář s následujícím nastavením:" +msgstr "Výsledek hledan8 cesty lze ovlivnit následujícími způsoby." msgid "" "The ``navigation_layers`` bitmask can be used to limit the navigation meshes " @@ -153,9 +152,8 @@ msgid "" "found further below." msgstr "" -#, fuzzy msgid "Pathfollowing common problems" -msgstr "Spusťte následující příkazy:" +msgstr "Mapování běžných problémů" msgid "" "There are some common user problems and important caveats to consider when " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po index 6b557eb5c7..1cb8be0d14 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po index 0ae4905846..8fad0395de 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,5 +103,14 @@ msgid "" "teleport or animation) to continue along the path." msgstr "" +#, fuzzy +msgid "Navigation link script templates" +msgstr "Vytváření šablon skriptů" + +msgid "" +"The following script uses the NavigationServer to create a new navigation " +"link." +msgstr "" + msgid "Translation status" msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po index b729722015..7176159f6b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po index 12a5088e88..dba4a17c18 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,6 +45,14 @@ msgid "" "baking." msgstr "" +msgid "Navigation mesh polygon convex vs concave comparison" +msgstr "" + +msgid "" +"A navigation mesh describes a surface that an agent can stand on safely with " +"its center compared to physics shapes that describe outer collision bounds." +msgstr "" + msgid "" "If you experience clipping or collision problems while following navigation " "paths, always remember that you need to tell the navigation system what your " @@ -54,177 +62,380 @@ msgid "" "path safely because it is on a navigation mesh\"." msgstr "" +msgid "" +"Navigation mesh baking can be done either by using a :ref:" +"`NavigationRegion2D` or :ref:" +"`NavigationRegion3D`, or by using the :ref:" +"`NavigationServer2D` and :ref:" +"`NavigationServer3D` API directly." +msgstr "" + +msgid "Baking a navigation mesh with a NavigationRegion" +msgstr "" + #, fuzzy -msgid "Creating 2D navigation meshes" +msgid "Navigation mesh baking steps" +msgstr "Navigační sítě." + +msgid "Baking a navigation mesh with agent radius offset from geometry." +msgstr "" + +msgid "" +"The navigation mesh baking is made more accessible with the NavigationRegion " +"node. When baking with a NavigationRegion node, the individual parsing, " +"baking, and region update steps are all combined into one function." +msgstr "" + +msgid "" +"The nodes are available in 2D and 3D as :ref:" +"`NavigationRegion2D` and :ref:" +"`NavigationRegion3D` respectively." +msgstr "" + +#, fuzzy +msgid "Baking with a NavigationRegion2D" +msgstr "Použití editoru animací" + +msgid "" +"When a NavigationRegion2D node is selected in the Editor, bake options as " +"well as polygon draw tools appear in the top bar of the Editor." +msgstr "" + +#, fuzzy +msgid "" +"In order for the region to work a :ref:" +"`NavigationPolygon` resource needs to be added." +msgstr ":ref:`String `" + +msgid "" +"The properties to parse and bake a navigation mesh are then part of the used " +"resource and can be found in the resource Inspector." +msgstr "" + +#, fuzzy +msgid "" +"The result of the source geometry parsing can be influenced with the " +"following properties." +msgstr "Výsledek hledan8 cesty lze ovlivnit následujícími způsoby." + +msgid "" +"The ``parsed_geometry_type`` that filters if visual objects or physics " +"objects or both should be parsed from the :ref:`SceneTree`. " +"For more details on what objects are parsed and how, see the section about " +"parsing source geometry below." +msgstr "" + +msgid "" +"The ``collision_mask`` filters which physics collision objects are included " +"when the ``parsed_geometry_type`` includes static colliders." +msgstr "" + +msgid "" +"The ``source_geometry_mode`` that defines on which node(s) to start the " +"parsing, and how to traverse the :ref:`SceneTree`." +msgstr "" + +msgid "" +"The ``source_geometry_group_name`` is used when only a certain node group " +"should be parsed. Depends on the selected ``source_geometry_mode``." +msgstr "" + +#, fuzzy +msgid "" +"With the source geometry added, the result of the baking can be controlled " +"with the following properties." +msgstr "Výsledek hledan8 cesty lze ovlivnit následujícími způsoby." + +msgid "" +"The ``cell_size`` sets the rasterization grid size and should match the " +"navigation map size." +msgstr "" + +msgid "" +"The ``agent_radius`` shrinks the baked navigation mesh to have enough margin " +"for the agent (collision) size." +msgstr "" + +msgid "The NavigationRegion2D baking can also be used at runtime with scripts." +msgstr "" + +msgid "To quickly test the 2D baking with default settings:" +msgstr "" + +#, fuzzy +msgid "Add a :ref:`NavigationRegion2D`." +msgstr ":ref:`String `" + +#, fuzzy +msgid "" +"Add a :ref:`NavigationPolygon` resource to the " +"NavigationRegion2D." +msgstr ":ref:`String `" + +msgid "Add a :ref:`Polygon2D` below the NavigationRegion2D." +msgstr "" + +msgid "" +"Draw 1 NavigationPolygon outline with the selected NavigationRegion2D draw " +"tool." +msgstr "" + +msgid "" +"Draw 1 Polygon2D outline inside the NavigationPolygon outline with the " +"selected Polygon2D draw tool." +msgstr "" + +msgid "Hit the Editor bake button and a navigation mesh should appear." +msgstr "" + +#, fuzzy +msgid "Baking with a NavigationRegion3D" +msgstr "Použití editoru animací" + +msgid "" +"When a NavigationRegion3D node is selected in the Editor, bake options " +"appear in the top bar of the Editor." +msgstr "" + +#, fuzzy +msgid "" +"In order for the region to work a :ref:" +"`NavigationMesh` resource needs to be added." +msgstr ":ref:`String `" + +msgid "" +"The ``cell_size`` and ``cell_height`` sets the rasterization voxel grid size " +"and should match the navigation map size." +msgstr "" + +msgid "" +"The ``agent_height`` excludes areas from the navigation mesh where the agent " +"is too tall to fit in." +msgstr "" + +msgid "" +"The ``agent_max_climb`` and ``agent_max_slope`` removes areas where the " +"height difference between neighboring voxels is too large, or where their " +"surface is too steep." +msgstr "" + +msgid "" +"A too small ``cell_size`` or ``cell_height`` can create so many voxels that " +"it has the potential to freeze the game or even crash." +msgstr "" + +msgid "The NavigationRegion3D baking can also be used at runtime with scripts." +msgstr "" + +msgid "To quickly test the 3D baking with default settings:" +msgstr "" + +#, fuzzy +msgid "Add a :ref:`NavigationRegion3D`." +msgstr ":ref:`String `" + +#, fuzzy +msgid "" +"Add a :ref:`NavigationMesh` resource to the " +"NavigationRegion3D." +msgstr ":ref:`String `" + +msgid "" +"Add a :ref:`MeshInstance3D` below the " +"NavigationRegion3D." +msgstr "" + +msgid "Add a :ref:`PlaneMesh` to the MeshInstance3D." +msgstr "" + +msgid "Baking a navigation mesh with the NavigationServer" +msgstr "" + +msgid "" +"The :ref:`NavigationServer2D` and :ref:" +"`NavigationServer3D` have API functions to call " +"each step of the navigation mesh baking process individually." +msgstr "" + +msgid "" +"``parse_source_geometry_data()`` can be used to parse source geometry to a " +"reusable and serializable resource." +msgstr "" + +msgid "" +"``bake_from_source_geometry_data()`` can be used to bake a navigation mesh " +"from already parsed data e.g. to avoid runtime performance issues with " +"(redundant) parsing." +msgstr "" + +msgid "" +"``bake_from_source_geometry_data_async()`` is the same but bakes the " +"navigation mesh deferred with threads, not blocking the main thread." +msgstr "" + +msgid "" +"Compared to a NavigationRegion, the NavigationServer offers finer control " +"over the navigation mesh baking process. In turn it is more complex to use " +"but also provides more advanced options." +msgstr "" + +msgid "" +"Some other advantages of the NavigationServer over a NavigationRegion are:" +msgstr "" + +msgid "" +"The server can parse source geometry without baking, e.g. to cache it for " +"later use." +msgstr "" + +msgid "" +"The server allows selecting the root node at which to start the source " +"geometry parsing manually." +msgstr "" + +msgid "" +"The server can accept and bake from procedurally generated source geometry " +"data." +msgstr "" + +msgid "" +"The server can bake multiple navigation meshes in sequence while (re)using " +"the same source geometry data." +msgstr "" + +msgid "" +"To bake navigation meshes with the NavigationServer, source geometry is " +"required. Source geometry is geometry data that should be considered in a " +"navigation mesh baking process. Both navigation meshes for 2D and 3D are " +"created by baking them from source geometry." +msgstr "" + +msgid "" +"2D and 3D versions of the source geometry resources are available as :ref:" +"`NavigationMeshSourceGeometryData2D` " +"and :ref:" +"`NavigationMeshSourceGeometryData3D` " +"respectively." +msgstr "" + +msgid "" +"Source geometry can be geometry parsed from visual meshes, from physics " +"collision, or procedural created arrays of data, like outlines (2D) and " +"triangle faces (3D). For convenience, source geometry is commonly parsed " +"directly from node setups in the SceneTree. For runtime navigation mesh " +"(re)bakes, be aware that the geometry parsing always happens on the main " +"thread." +msgstr "" + +msgid "" +"The SceneTree is not thread-safe. Parsing source geometry from the SceneTree " +"can only be done on the main thread." +msgstr "" + +msgid "" +"The data from visual meshes and polygons needs to be received from the GPU, " +"stalling the RenderingServer in the process. For runtime (re)baking prefer " +"using physics shapes as parsed source geometry." +msgstr "" + +msgid "" +"Source geometry is stored inside resources so the created geometry can be " +"reused for multiple bakes. E.g. baking multiple navigation meshes for " +"different agent sizes from the same source geometry. This also allows to " +"save source geometry to disk so it can be loaded later, e.g. to avoid the " +"overhead of parsing it again at runtime." +msgstr "" + +msgid "" +"The geometry data should be in general kept very simple. As many edges as " +"are required but as few as possible. Especially in 2D duplicated and nested " +"geometry should be avoided as it forces polygon hole calculation that can " +"result in flipped polygons. An example for nested geometry would be a " +"smaller StaticBody2D shape placed completely inside the bounds of another " +"StaticBody2D shape." +msgstr "" + +#, fuzzy +msgid "Navigation mesh baking common problems" msgstr "Navigační sítě." msgid "" -"Navigation meshes in the 2D editor are created with the help of the " -"NavigationPolygon draw tools that appear in the top bar of the editor when a " -"NavigationRegion2D is selected." -msgstr "" - -msgid "" -"The NavigationPolygon draw tools can be used to create and edit navigation " -"meshes by defining **outline** polygons. The outline polygons are later " -"converted to real navigation mesh resources for the NavigationServer regions." -msgstr "" - -msgid "" -"Multiple outlines can be added to the same NavigationPolygon resource as " -"long as they **do not intersect or overlap**. Each additional outline will " -"cut a hole in the polygon created by the larger outline. If the larger " -"polygon is already a hole, it will create a new navigation mesh polygon " -"inside." -msgstr "" - -msgid "" -"Outlines are not a replacement if the intention is to merge aligned polygons " -"e.g. from grid cells. Outlines, as the name would suggest, cannot intersect " -"each other or have any overlapping vertex positions." -msgstr "" - -msgid "" -"Outline layouts like seen in this picture will fail the convex partitioning " -"required by the navigation mesh generation. In these layout cases, the " -"outline tool cannot be used. Use the :ref:`Geometry2D` " -"class to merge or intersect polygons to create a merged mesh that is valid " -"for navigation." -msgstr "" - -msgid "" -"The NavigationServer does not connect navigation mesh islands from the same " -"navigation mesh resource. Do not create multiple disconnected islands in the " -"same NavigationRegion2D or NavigationPolygon resource if they should be " -"later connected." -msgstr "" - -msgid "" -"For 2D, no similar navigation mesh baking with geometry parsing exists like " -"in 3D. The Geometry2D class functions for offset, merge, intersect, and clip " -"can be used to shrink or enlarge existing NavigationPolygons for different " -"actor sizes." +"There are some common user problems and important caveats to consider when " +"creating or baking navigation meshes." msgstr "" #, fuzzy -msgid "Creating 3D navigation meshes" +msgid "Navigation mesh baking creates frame rate problems at runtime" msgstr "Navigační sítě." msgid "" -"Navigation meshes in the 3D editor are created with the help of the :ref:" -"`NavigationMeshGenerator` singleton and the " -"NavigationMesh bake settings that appear in the editor inspector." +"The navigation mesh baking is by default done on a background thread, so as " +"long as the platform supports threads, the actual baking is rarely the " +"source of any performance issues (assuming a reasonably sized and complex " +"geometry for runtime rebakes)." msgstr "" msgid "" -"Navigation mesh baking is the process of creating a simplified mesh used for " -"pathfinding out of (complex) 3D level geometry. For this process Godot " -"parses scene geometry and hands the raw mesh or collision data to the third-" -"party ReCast library for processing and creation of the final navigation " -"mesh." +"The common source for performance issues at runtime is the parsing step for " +"source geometry that involves nodes and the SceneTree. The SceneTree is not " +"thread-safe so all the nodes need to be parsed on the main thread. Some " +"nodes with a lot of data can be very heavy and slow to parse at runtime, e." +"g. a TileMap has one or more polygons for every single used cell and " +"TileMapLayer to parse. Nodes that hold meshes need to request the data from " +"the RenderingServer stalling the rendering in the process." msgstr "" msgid "" -"The resulting navigation mesh is an approximation of the source geometry " -"surfaces for both performance and technical reasons. Do not expect the " -"navigation mesh to perfectly follow the original surfaces. Especially " -"navigation polygons placed over ramps will not keep an equal distance to the " -"ground surface. To align an actor perfectly with the ground use other means " -"like physics." +"To improve performance, use more optimized shapes, e.g. collision shapes " +"over detailed visual meshes, and merge and simplify as much geometry as " +"possible upfront. If nothing helps, don't parse the SceneTree and add the " +"source geometry procedural with scripts. If only pure data arrays are used " +"as source geometry, the entire baking process can be done on a background " +"thread." +msgstr "" + +msgid "Navigation mesh creates unintended holes in 2D." msgstr "" msgid "" -"Meshes need to be triangulated to work as navigation meshes. Other mesh face " -"formats like quad or ngon are not supported." +"The navigation mesh baking in 2D is done by doing polygon clipping " +"operations based on outline paths. Polygons with \"holes\" are a necessary " +"evil to create more complex 2D polygons but can become unpredictable for " +"users with many complex shapes involved." +msgstr "" + +msgid "" +"To avoid any unexpected problems with polygon hole calculations, avoid " +"nesting any outlines inside other outlines of the same type (traversable / " +"obstruction). This includes the parsed shapes from nodes. E.g. placing a " +"smaller StaticBody2D shape inside a larger StaticBody2D shape can result in " +"the resulting polygon being flipped." +msgstr "" + +msgid "Navigation mesh appears inside geometry in 3D." +msgstr "" + +msgid "" +"The navigation mesh baking in 3D has no concept of \"inside\". The voxel " +"cells used to rasterize the geometry are either occupied or not. Remove the " +"geometry that is on the ground inside the other geometry. If that is not " +"possible, add smaller \"dummy\" geometry inside with as few triangles as " +"possible so the cells are occupied with something." msgstr "" #, fuzzy -msgid "NavigationMesh rebaking at runtime" -msgstr "Navigační sítě." +msgid "Navigation mesh script templates" +msgstr "Vytváření šablon skriptů" msgid "" -"To rebake a ``NavigationMesh`` at runtime, use the ``NavigationRegion3D." -"bake_navigation_mesh()`` function. Another option is to use the " -"``NavigationMeshGenerator.bake()`` singleton function with the " -"NavigationMesh resource directly. If the NavigationMesh resource is already " -"prepared, the region can be updated with the NavigationServer3D API directly " -"as well." +"The following script uses the NavigationServer to parse source geometry from " +"the scene tree, bakes a navigation mesh, and updates a navigation region " +"with the updated navigation mesh." msgstr "" msgid "" -"Baking a NavigationMesh at runtime is a costly operation. A complex " -"navigation mesh takes some time to bake and if done on the main thread can " -"freeze a game. (Re)baking a large navigation mesh is preferably done in a " -"separate thread." -msgstr "" - -msgid "" -"Property values on a NavigationMesh resource like ``cell_size`` need to " -"match the actual mesh data stored inside in order to merge different " -"navigation meshes without issues." -msgstr "" - -msgid "" -"NavigationRegion2D and NavigationRegion3D both use meshes to mark " -"traversable areas, only the tools to create them are different." -msgstr "" - -msgid "" -"For 2D, NavigationPolygon resources are used to draw outline points in the " -"editor. From these outline points the NavigationServer2D creates a mesh to " -"upload navigation data to the NavigationServer." -msgstr "" - -msgid "" -"For 3D, NavigationMesh resources are used. Instead of providing draw tools " -"the 3D variant provides an extensive amount of parameters to bake a " -"navigation mesh directly from 3D source geometry." -msgstr "" - -msgid "" -"Technically there is no hard distinction between 2D and 3D on how to use the " -"given toolsets to create flat navigation meshes. The 2D drawing tool can be " -"used to create a flat 3D navigation mesh and the 3D baking tool can be used " -"to parse flat 3D geometry into appropriate 2D navigation meshes." -msgstr "" - -#, fuzzy -msgid "2D navigation mesh from CollisionPolygons" -msgstr "Vytváření polygonů" - -msgid "" -"The following script parses all child nodes of a NavigationRegion2D for " -"CollisionPolygons and bakes their shape into the NavigationPolygon. As the " -"NavigationPolygon creates the navigation mesh from outline data the shapes " -"cannot overlap." -msgstr "" - -#, fuzzy -msgid "Procedural 2D navigation mesh" -msgstr "Navigační sítě." - -msgid "" -"The following script creates a new 2D navigation region and fills it with " -"procedurally generated navigation mesh data from a NavigationPolygon " -"resource." -msgstr "" - -#, fuzzy -msgid "Procedural 3D navigation mesh" -msgstr "Navigační sítě." - -msgid "" -"The following script creates a new 3D navigation region and fills it with " -"procedurally generated navigation mesh data from a NavigationMesh resource." -msgstr "" - -msgid "Navigation mesh for 3D GridMaps" -msgstr "" - -msgid "" -"The following script creates a new 3D navigation mesh for each GridMap " -"items, clears the current grid cells, and adds new procedural grid cells " -"with the new navigation mesh." +"The following script uses the NavigationServer to update a navigation region " +"with procedurally generated navigation mesh data." msgstr "" msgid "Translation status" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po index 32cfb993e7..9087dc253b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po index 23101454ab..9a3f3faa0a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po index 723b385c90..5684f60b23 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po index dba015c3e8..fb17a3dd95 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po index 9305ac4d04..24dc4aee93 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 09c045bc09..059cf49052 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -307,15 +307,31 @@ msgstr "" msgid "" "If a function is annotated with ``@rpc`` on the client script (resp. server " "script), then this function must also be declared on the server script " -"(resp. client script), and both must have the same signature, **even if this " -"function is not currently used**." +"(resp. client script). Both RPCs must have the same signature which is " +"evaluated with a checksum of **all RPCs**. All RPCs in a script are checked " +"at once, and all RPCs must be declared on both the client scripts and the " +"server scripts, **even functions that are currently not in use**." msgstr "" msgid "" -"If these conditions are not fulfilled, the script may print an error or " -"cause unwanted behavior. See further explanation and troubleshooting on " -"`this post `__." +"The signature of the RPC includes the ``@rpc()`` declaration, the function, " +"return type, AND the nodepath. If an RPC resides in a script attached to ``/" +"root/Main/Node1``, then it must reside in precisely the same path and node " +"on both the client script and the server script. Function arguments " +"(example: ``func sendstuff():`` and ``func sendstuff(arg1, arg2):`` **will " +"pass** signature matching)." +msgstr "" + +msgid "" +"If these conditions are not met (if all RPCs do not pass signature " +"matching), the script may print an error or cause unwanted behavior. The " +"error message may be unrelated to the RPC function you are currently " +"building and testing." +msgstr "" + +msgid "" +"See further explanation and troubleshooting on `this post `__." msgstr "" msgid "" @@ -327,9 +343,8 @@ msgstr "" msgid "The parameters and their functions are as follows:" msgstr "Nejčastější případy použití jsou následující:" -#, fuzzy msgid "``mode``:" -msgstr "``group node``" +msgstr "``mode``:" msgid "" "``\"authority\"``: Only the multiplayer authority (the server) can call " @@ -341,9 +356,8 @@ msgid "" "transferring user input." msgstr "" -#, fuzzy msgid "``sync``:" -msgstr "puppetsync" +msgstr "``sync``:" msgid "``\"call_remote\"``: The function will not be called on the local peer." msgstr "" @@ -353,9 +367,8 @@ msgid "" "when the server is also a player." msgstr "" -#, fuzzy msgid "``transfer_mode``:" -msgstr "``editor/distraction_free_mode``" +msgstr "``transfer_mode``:" msgid "" "``\"unreliable\"`` Packets are not acknowledged, can be lost, and can arrive " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po index 37cf2820f2..810e1e6291 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po index 7c7e98a78a..2fb82e046d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po index f1e06fa153..3a3440a806 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 20caaec8ec..6dab7bab9a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po index 71ad346ebd..601cb358df 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po index d99b0b8b63..c2456684d3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po index a3d5889fd7..b8c889d85b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po index ef415ad5c3..0b9d3ea8fe 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po index 9a0eac4974..d325bbfec1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po index 2e3167cd19..fc4e598d1c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po index 217d69a9b6..8b70e95f69 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po index 1bc86fd7cf..ccbc6e2403 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -92,6 +92,15 @@ msgid "" "not be usable in all scenarios." msgstr "" +msgid "" +"You should avoid calling functions involving direct interaction with the GPU " +"on other threads, such as creating new textures or modifying and retrieving " +"image data, these operations can lead to performance stalls because they " +"require synchronization with the :ref:" +"`RenderingServer`, as data needs to be transmitted to " +"or updated on the GPU." +msgstr "" + msgid "GDScript arrays, dictionaries" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po index e25ad05fbb..38803f833e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po index 059a0650ae..f2e70e85cd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po index e86645d17d..6d76ae0eb5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po index 88109e883b..02205c60ef 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po index e277320b63..4c6a64bd67 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po index 266963b639..23c5a59938 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po index 20ba51713b..3b10d72f54 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index de4ee6e4d5..938ed6f481 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po index b85639d63a..5bea446694 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 221bde1a0c..52d62d3076 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po index dd7c1faf40..9bb4d5a943 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po index c8bc39d3ea..d2b5db6ffd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po index 0e5c61be96..9117c824ea 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po index 253d647fbe..465a1d6d87 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po index bad4388fd4..447aa37102 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po index c1605bd887..53e54e3738 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po index 0ef1af1e85..6fe872287e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po index b19f8e9b8e..0528168db6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po index bad915139c..05b7444f17 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po index 0fa79c762d..abd749ee6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -67,9 +67,8 @@ msgstr "" msgid "Call ``startConnection``" msgstr "``připojení``" -#, fuzzy msgid "Initialization example:" -msgstr "Příklad vnitřní místnosti" +msgstr "Příklad inicializace:" msgid "" "The API must be in a connected state prior to use. The ``connected`` signal " @@ -81,9 +80,8 @@ msgstr "" msgid "Return values for ``getConnectionState()``:" msgstr "" -#, fuzzy msgid "Query available items" -msgstr "Zde jsou dostupné typy:" +msgstr "Dotaz na dostupné položky" msgid "" "Once the API has connected, query SKUs using ``querySkuDetails()``. You must " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po index 877729a2cd..1723bca233 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po index 7929206105..fa2ebc1a89 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -552,16 +552,15 @@ msgid "" "class(es) for your plugin users to interface with." msgstr "" -#, fuzzy msgid "For example::" -msgstr "Příklad kódu" +msgstr "Například::" -msgid "Support using the gdextension functionality in the Godot Editor" +msgid "Support using the GDExtension functionality in the Godot Editor" msgstr "" msgid "" -"If planning to use the gdextension functionality in the Godot Editor, it is " -"recommended that the gdextension's native binaries are compiled not just for " +"If planning to use the GDExtension functionality in the Godot Editor, it is " +"recommended that the GDExtension's native binaries are compiled not just for " "Android, but also for the OS onto which developers / users intend to run the " "Godot Editor. Not doing so may prevent developers / users from writing code " "that accesses the plugin from within the Godot Editor." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po index e28d14a817..c261003ea1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po index 2c1d181176..ad24ea4731 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -153,10 +153,15 @@ msgid "" "publishing of Godot games." msgstr "" +msgid "" +"`Seaven Studio `_ offers Switch, Xbox One, " +"Xbox Series, PlayStation 4 & PlayStation 5 porting of Godot games." +msgstr "" + msgid "" "If your company offers porting, or porting *and* publishing services for " -"Godot games, feel free to `open an issue or pull request `_ to add your company to the list above." +"Godot games, feel free to `contact the Godot Foundation `_ to add your company to the list above." msgstr "" msgid "Translation status" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po index ea1a94d43c..843ec52994 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po index e071ccfaf2..67dc0412b0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 9111d56415..77d80e6960 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 34b782d7f7..16a53039d2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po index cc5d4bdaf9..5a2bf2f6ea 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po index 5092480993..d85b720a2c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po index 0f2d47d720..1ab8a094f1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po index f19d0a5218..ac2256ab19 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 10cd0b5a75..bab5757f98 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po index 8c3b2c1f58..803f5a3afd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 16ffb1916e..edfa69602d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index fc2af0eb8e..f00e893495 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 5e614fee6a..7232ffde0c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 173bef8dae..900bc11430 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -164,6 +164,14 @@ msgid "" "Godot logo (`preload(\"res://icon.svg\")`)." msgstr "" +msgid "" +"SVG images that are used as custom node icons should have the **Editor > " +"Scale With Editor Scale** and **Editor > Convert Icons With Editor Theme** :" +"ref:`import options ` enabled. " +"This allows icons to follow the editor's scale and theming settings if the " +"icons are designed with the same color palette as Godot's own icons." +msgstr "" + msgid "" "Now, we need to add it as a custom type so it shows on the **Create New " "Node** dialog. For that, change the ``custom_node.gd`` script to the " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 3980f6a2c9..f06db07895 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po index 5490389e88..4b654aa59e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po index 9ba87d6f5a..d91fc699e2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -63,9 +63,8 @@ msgid "" "free a node while the editor runs logic involving it." msgstr "" -#, fuzzy msgid "How to use ``@tool``" -msgstr "Co je Godot?" +msgstr "Jak použít ``@tool``" msgid "" "To turn a script into a tool, add the ``@tool`` annotation at the top of " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po index bdd040a4a3..3ff830f1bb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po index 8a7be40be2..b248a49581 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -141,6 +141,20 @@ msgid "" "longer visible and very rare. This is how most games are played." msgstr "" +msgid "" +"Games should use the **Exclusive Fullscreen** window mode, as opposed to " +"**Fullscreen** which is designed to prevent Windows from automatically " +"treating the window as if it was exclusive fullscreen." +msgstr "" + +msgid "" +"**Fullscreen** is meant to be used by GUI applications that want to use per-" +"pixel transparency without a risk of having it disabled by the OS. It " +"achieves this by leaving a 1-pixel line at the bottom of the screen. By " +"contrast, **Exclusive Fullscreen** uses the actual screen size and allows " +"Windows to reduce jitter and input lag for fullscreen games." +msgstr "" + msgid "Linux" msgstr "Linux" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po index 4b6d309f33..afa9d1d7b4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -415,6 +415,26 @@ msgid "" "``viewport`` stretch mode with the ``integer`` scale mode)." msgstr "" +msgid "" +"Games should use the **Exclusive Fullscreen** window mode, as opposed to " +"**Fullscreen** which is designed to prevent Windows from automatically " +"treating the window as if it was exclusive fullscreen." +msgstr "" + +msgid "" +"**Fullscreen** is meant to be used by GUI applications that want to use per-" +"pixel transparency without a risk of having it disabled by the OS. It " +"achieves this by leaving a 1-pixel line at the bottom of the screen. By " +"contrast, **Exclusive Fullscreen** uses the actual screen size and allows " +"Windows to reduce jitter and input lag for fullscreen games." +msgstr "" + +msgid "" +"When using integer scaling, this is particularly important as the 1-pixel " +"height reduction from the **Fullscreen** mode can cause integer scaling to " +"use a smaller scale factor than expected." +msgstr "" + msgid "Common use case scenarios" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po index 04f3a62c32..36d9692154 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po index b49a9998e4..45180f5bcf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -226,13 +226,6 @@ msgid "" "Code, your Godot project will run." msgstr "" -msgid "" -"There is also a `C# Tools for Godot `__ Visual Studio Code extension, " -"that is meant to make this setup easier and to provide further useful tools. " -"But it is not yet updated to work with Godot 4." -msgstr "" - msgid "Visual Studio (Windows only)" msgstr "Visual Studio (pouze pro Windows)" @@ -342,15 +335,12 @@ msgstr "" "``Godot``. Seznam metod třídy ``GD`` najdete na stránkách reference tříd :" "ref:`@GDScript ` a :ref:`@GlobalScope `." -#, fuzzy msgid "" "Keep in mind that the class you wish to attach to your node should have the " "same name as the ``.cs`` file. Otherwise, you will get the following error:" msgstr "" "Mějte na paměti, že třída, kterou chcete připojit k uzlu, by měla mít stejné " -"jméno jako soubor ``.cs``. V opačném případě se zobrazí následující chyba a " -"nebude'možné scénu spustit: *\"Nelze najít třídu XXX pro skript res://XXX." -"cs\"*" +"jméno jako soubor ``.cs``. V opačném případě se zobrazí následující chyba:" msgid "*\"Cannot find class XXX for script res://XXX.cs\"*" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po index 3d7d9e2d2f..b58f7b582f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po index e51cd933cc..7c13ba170c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -184,9 +184,8 @@ msgstr "" msgid "Mathf.Acosh" msgstr "Matematika" -#, fuzzy msgid "angle_difference" -msgstr "Stínování Reference:" +msgstr "Úhlové_rozdíly" msgid "Mathf.AngleDifference" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po index 5c64a3de94..a11379b173 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,6 @@ msgstr "" msgid "C# exported properties" msgstr "**Spustí exportované projekty:**" -#, fuzzy msgid "" "In Godot, class members can be exported. This means their value gets saved " "along with the resource (such as the :ref:`scene `) " @@ -31,7 +30,7 @@ msgstr "" "V Godotu lze členy třídy exportovat. To znamená, že jejich hodnota se uloží " "spolu se zdrojem (například :ref:`scene `), ke kterému " "jsou připojeny. Budou také k dispozici pro editaci v editoru vlastností. " -"Exportování se provádí pomocí klíčového slova ``export``::" +"Exportování se provádí pomocí vlastnosti ``[export]``." msgid "" "In that example the value ``5`` will be saved, and after building the " @@ -236,15 +235,14 @@ msgid "" "multiple of the enum members. The value will be stored as an integer." msgstr "" -#, fuzzy msgid "" "Integers used as bit flags can store multiple ``true``/``false`` (boolean) " "values in one property. By using the ``Flags`` property hint, they can be " "set from the editor." msgstr "" "Celá čísla používaná jako bitové příznaky mohou v jedné vlastnosti uchovávat " -"více hodnot ``true``/``false`` (boolean). Pomocí exportní nápovědy ``int, " -"FLAGS, ...`` je lze nastavit z editoru::" +"více hodnot ``true``/``false`` (boolean). Použitím nápovědy vlastnosti " +"``Flags`` mohou být nastaveny z editoru." #, fuzzy msgid "" @@ -267,13 +265,12 @@ msgid "" "that are a combination of other flags:" msgstr "" -#, fuzzy msgid "" "Export annotations are also provided for the physics and render layers " "defined in the project settings." msgstr "" -"Nápovědy k exportu jsou k dispozici také pro fyzikální a vykreslovací vrstvy " -"definované v nastavení projektu::" +"Export anotací je k dispozici také pro fyzikální a vykreslovací vrstvy " +"definované v nastavení projektu." msgid "" "Using bit flags requires some understanding of bitwise operations. If in " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po index d4c9d9d4a1..8b79bd5681 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po index 677c0c9630..ba43b1769a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po index a392873d7d..bc5e1f4e60 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,10 +49,10 @@ msgid "" msgstr "" msgid "" -"Godot will take care of disconnecting all the signals you connected through " -"events when your nodes are freed. Meaning that: as you don't need to call " -"``Disconnect`` on all signals you used ``Connect`` on, you don't need to ``-" -"=`` all the signals you used ``+=`` on." +"While all engine signals connected as events are automatically disconnected " +"when nodes are freed, custom signals aren't. Meaning that: you will need to " +"manually disconnect (using ``-=``) all the custom signals you connected as " +"C# events (using ``+=``)." msgstr "" #, fuzzy @@ -103,7 +103,7 @@ msgid "" msgstr "" msgid "" -"Consequently, any ``Node`` or ``Reference`` will be compatible " +"Consequently, any ``Node`` or ``RefCounted`` will be compatible " "automatically, but custom data objects will need to inherit from " "``GodotObject`` or one of its subclasses." msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po index 9a9054bbcc..7a089f0f4a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po index 78d8c463a0..c7967b3c19 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po new file mode 100644 index 0000000000..05a11917d3 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po @@ -0,0 +1,85 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "" +"GD0001: Missing partial modifier on declaration of type that derives from " +"GodotObject" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0001" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Non-breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "A type that derives from ``GodotObject`` is not declared partial." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Godot source generators add generated code to user-defined types to " +"implement the integration with the engine. Source generators can't add " +"generated code to types that aren't declared partial." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, add the ``partial`` keyword to the type " +"declaration." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Types that derive from " +"``GodotObject`` but aren't partial can't be enhanced by the source " +"generators, resulting in unexpected runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po new file mode 100644 index 0000000000..09a52c00be --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po @@ -0,0 +1,87 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "" +"GD0002: Missing partial modifier on declaration of type which contains " +"nested classes that derive from GodotObject" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0002" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Non-breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A type that derives from ``GodotObject`` is contained in a non-partial type " +"declaration." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Godot source generators add generated code to user-defined types to " +"implement the integration with the engine. Source generators can't add " +"generated code to types that aren't declared partial." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, add the ``partial`` keyword to the type " +"declaration." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Types that derive from " +"``GodotObject`` but aren't partial can't be enhanced by the source " +"generators, resulting in unexpected runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po new file mode 100644 index 0000000000..474d2d11d8 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po @@ -0,0 +1,83 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0101: Attempted to export static member" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0101" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +msgid "Breaking - If the ``static`` keyword is removed" +msgstr "" + +msgid "Non-breaking - If the ``[Export]`` attribute is removed" +msgstr "" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A static member is annotated with the ``[Export]`` attribute. Static members " +"can't be exported." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "Godot doesn't allow exporting static members." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, remove the ``[Export]`` attribute or remove " +"the ``static`` keyword." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Static members can't be exported " +"so they will be ignored by Godot, resulting in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po new file mode 100644 index 0000000000..56d0eccc19 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po @@ -0,0 +1,86 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0102: The type of the exported member is not supported" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0102" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +msgid "Breaking - If the member type is changed" +msgstr "" + +msgid "Non-breaking - If the ``[Export]`` attribute is removed" +msgstr "" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"An unsupported type is specified for a member annotated with the " +"``[Export]`` attribute when a :ref:`Variant-compatible " +"` type is expected." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Every exported member must be Variant-compatible so it can be marshalled by " +"the engine." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, change the member's type to be Variant-" +"compatible or remove the ``[Export]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Members with types that can't be " +"marshalled will result in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po new file mode 100644 index 0000000000..d5d8015588 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po @@ -0,0 +1,86 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0103: The exported member is read-only" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0103" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Non-breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A read-only member is annotated with the ``[Export]`` attribute. Read-only " +"members can't be exported." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "Godot doesn't allow exporting read-only members." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule for fields, remove the ``readonly`` keyword " +"or remove the ``[Export]`` attribute." +msgstr "" + +msgid "" +"To fix a violation of this rule for properties, make sure the property " +"declares both a getter and a setter, or remove the ``[Export]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Read-only members can't be " +"exported so they will be ignored by Godot, resulting in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po new file mode 100644 index 0000000000..255a1a4ce7 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po @@ -0,0 +1,81 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0104: The exported property is write-only" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0104" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Non-breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A write-only property is annotated with the ``[Export]`` attribute. Write-" +"only properties can't be exported." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "Godot doesn't allow exporting write-only properties." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, make sure the property declares both a " +"getter and a setter, or remove the ``[Export]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Write-only members can't be " +"exported so they will be ignored by Godot, resulting in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po new file mode 100644 index 0000000000..add40fd48d --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po @@ -0,0 +1,79 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0105: Attempted to export indexer property" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0105" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Non-breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"An indexer is annotated with the ``[Export]`` attribute. Indexers can't be " +"exported." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "Godot doesn't allow exporting indexer properties." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "To fix a violation of this rule, remove the ``[Export]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Indexers can't be exported so they " +"will be ignored by Godot, resulting in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po new file mode 100644 index 0000000000..362286f954 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po @@ -0,0 +1,89 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0106: Attempted to export explicit interface property implementation" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0106" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Non-breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"An explicit interface property implementation is annotated with the " +"``[Export]`` attribute. Properties that implement an interface explicitly " +"can't be exported." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Godot doesn't allow exporting explicit interface property implementations. " +"When an interface member is implemented explicitly, the member is hidden and " +"consumers can't access them unless the type is converted to the interface " +"first. Explicitly implemented members can also share the same name of other " +"members in the type, so it could create naming conflicts with other exported " +"members." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, implement the interface implicitly or " +"remove the ``[Export]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Explicit interface property " +"implementations can't be exported so they will be ignored by Godot, " +"resulting in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po index a742d47f36..b99fb2327f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,9 +26,8 @@ msgstr "" msgid "GD0107" msgstr "" -#, fuzzy msgid "**Category**" -msgstr "**Kategorie**:" +msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po new file mode 100644 index 0000000000..12f2093b49 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po @@ -0,0 +1,97 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0201: The name of the delegate must end with 'EventHandler'" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0201" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A delegate annotated with the ``[Signal]`` attribute has a name that doesn't " +"end with 'EventHandler'." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Godot source generators will generate C# events using the name of the " +"delegate with the 'EventHandler' suffix removed. Adding the 'EventHandler' " +"suffix to the name of delegates used in events is a `.NET naming convention " +"`_." +msgstr "" + +msgid "" +"Using a suffix for the delegate allows the generated event to use the name " +"without the suffix avoiding a naming conflict." +msgstr "" + +msgid "" +"Take a look at the :ref:`C# signals ` documentation for " +"more information about how to declare and use signals." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, add 'EventHandler' to the end of the " +"delegate name." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Signal delegates without the " +"suffix will be ignored by the source generator, so the signal won't be " +"registered." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po new file mode 100644 index 0000000000..d334f2014d --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po @@ -0,0 +1,101 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "" +"GD0202: The parameter of the delegate signature of the signal is not " +"supported" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0202" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +msgid "Breaking - If the parameter type is changed" +msgstr "" + +msgid "Non-breaking - If the ``[Signal]`` attribute is removed" +msgstr "" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"An unsupported type is specified for a parameter of a delegate annotated " +"with the ``[Signal]`` attribute when a :ref:`Variant-compatible " +"` type is expected." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Every signal parameter must be Variant-compatible so it can be marshalled " +"when emitting the signal and invoking the callbacks." +msgstr "" + +msgid "" +"Take a look at the :ref:`C# signals ` documentation for " +"more information about how to declare and use signals." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, change the parameter type to be Variant-" +"compatible or remove the ``[Signal]`` attribute from the delegate. Note that " +"removing the attribute will mean the signal is not registered." +msgstr "" + +msgid "" +"If the signal doesn't need to interact with Godot, consider using `C# events " +"`_ directly. Pure C# events allow you to use any C# type for its parameters." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Signal delegates with parameters " +"that can't be marshalled will result in runtime errors when emitting the " +"signal or invoking the callbacks." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po new file mode 100644 index 0000000000..960a7d0f35 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po @@ -0,0 +1,98 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0203: The delegate signature of the signal must return void" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0203" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +msgid "Breaking - If the return type is changed" +msgstr "" + +msgid "Non-breaking - If the ``[Signal]`` attribute is removed" +msgstr "" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A delegate annotated with the ``[Signal]`` attribute has a return type when " +"``void`` was expected." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"Every signal must return ``void``. There can be multiple callbacks " +"registered for each signal, if signal callbacks could return something it " +"wouldn't be possible to determine which of the returned values to use." +msgstr "" + +msgid "" +"Take a look at the :ref:`C# signals ` documentation for " +"more information about how to declare and use signals." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, change the delegate to return ``void`` or " +"remove the ``[Signal]`` attribute from the delegate. Note that removing the " +"attribute will mean the signal is not registered." +msgstr "" + +msgid "" +"If the signal doesn't need to interact with Godot, consider using `C# events " +"`_ directly. Pure C# events allow you to use any C# type for its parameters." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Signal delegates that return " +"something will result in unexpected runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po new file mode 100644 index 0000000000..bb07b96ce9 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po @@ -0,0 +1,88 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0301: The generic type argument must be a Variant compatible type" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0301" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"An unsupported type is specified for a generic type argument when a :ref:" +"`Variant-compatible ` type is expected." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"When a generic type parameter is annotated with the ``[MustBeVariant]`` " +"attribute, the generic type is required to be a Variant-compatible type. For " +"example, the generic ``Godot.Collections.Array`` type only supports items " +"of a type that can be converted to Variant." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, change the generic type argument to be a " +"Variant-compatible type or use a different API that doesn't require the " +"generic type argument to be a Variant-compatible type." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. API that contains generic type " +"arguments annotated with the ``[MustBeVariant]`` attribute usually has this " +"requirement because the values will be passed to the engine, if the type " +"can't be marshalled it will result in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po new file mode 100644 index 0000000000..03635d3741 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po @@ -0,0 +1,94 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "" +"GD0302: The generic type parameter must be annotated with the MustBeVariant " +"attribute" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0302" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A generic type is specified for a generic type argument when a :ref:`Variant-" +"compatible ` type is expected, but the specified " +"generic type is not annotated with the ``[MustBeVariant]`` attribute." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"When a generic type parameter is annotated with the ``[MustBeVariant]`` " +"attribute, the generic type is required to be a Variant-compatible type. " +"When the type used is also a generic type, this generic type must be " +"annotated with the ``[MustBeVariant]`` attribute as well. For example, the " +"generic ``Godot.Collections.Array`` type only supports items of a type " +"that can be converted to Variant, a generic type can be specified if it's " +"properly annotated." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, add the ``[MustBeVariant]`` attribute to " +"the generic type that is used as a generic type argument that must be " +"Variant-compatible." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. API that contains generic type " +"arguments annotated with the ``[MustBeVariant]`` attribute usually has this " +"requirement because the values will be passed to the engine, if the type " +"can't be marshalled it will result in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po new file mode 100644 index 0000000000..83f018b8fe --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po @@ -0,0 +1,83 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "" +"GD0303: Symbol parent of a type argument that must be Variant compatible was " +"not handled" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0303" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +msgid "Not fixable" +msgstr "" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "This is a bug in the engine and must be reported." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"The ``MustBeVariantAnalyzer`` has found an unhandled case in the user source " +"code. Please, open an `issue `_ " +"and attach a minimal reproduction project so it can be fixed." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "Violations of this rule can't be fixed." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Suppressing a warning from this rule may result in unexpected errors, since " +"the case found by the analyzer may need to be handled by the user to prevent " +"types that are not Variant-compatible from reaching the engine. Attempting " +"to marshal incompatible types will result in runtime errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po new file mode 100644 index 0000000000..9441cade5d --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po @@ -0,0 +1,87 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0401: The class must derive from GodotObject or a derived class" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0401" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +msgid "Breaking - If changing the inheritance chain" +msgstr "" + +msgid "Non-breaking - If removing the ``[GlobalClass]`` attribute" +msgstr "" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "" +"A type annotated with the ``[GlobalClass]`` attribute does not derive from " +"``GodotObject``." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"The ``[GlobalClass]`` has no effect for types that don't derive from " +"``GodotObject``. Every :ref:`global class ` must " +"ultimately derive from ``GodotObject`` so it can be marshalled." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, change the type to derive from " +"``GodotObject`` or remove the ``[GlobalClass]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Adding the ``[GlobalClass]`` to a " +"type that doesn't derive from ``GodotObject`` is an easy mistake to make and " +"this warning helps users realize that it may result in unexpected errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po new file mode 100644 index 0000000000..0a13e9ce46 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po @@ -0,0 +1,83 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "GD0402: The class must not contain generic arguments" +msgstr "" + +msgid "**Rule ID**" +msgstr "" + +msgid "GD0402" +msgstr "" + +msgid "**Category**" +msgstr "**Kategorie**" + +msgid "Usage" +msgstr "Používání" + +msgid "**Fix is breaking or non-breaking**" +msgstr "" + +#, fuzzy +msgid "Breaking" +msgstr "Přispívání změnami" + +msgid "**Enabled by default**" +msgstr "" + +#, fuzzy +msgid "Yes" +msgstr "es" + +msgid "Cause" +msgstr "" + +msgid "A generic type is annotated with the ``[GlobalClass]`` attribute." +msgstr "" + +#, fuzzy +msgid "Rule description" +msgstr "``" + +msgid "" +"The Godot editor assumes every :ref:`global class " +"` is instantiable, but generic types can't be " +"instantiated because the type arguments are unbound." +msgstr "" + +msgid "How to fix violations" +msgstr "" + +msgid "" +"To fix a violation of this rule, change the type to remove the generic type " +"parameters or remove the ``[GlobalClass]`` attribute." +msgstr "" + +msgid "When to suppress warnings" +msgstr "" + +msgid "" +"Do not suppress a warning from this rule. Adding the ``[GlobalClass]`` to a " +"generic type is an easy mistake to make and this warning helps users realize " +"that it may result in unexpected errors." +msgstr "" + +msgid "Translation status" +msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po index d93b91b631..84df1ba596 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po index 754f1a9a1d..146171fa1c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po index 372c522aa1..05a16564a0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po index 4e3347228a..5f419ff6e6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -126,9 +126,8 @@ msgstr "" msgid "Default behaviour and overriding it" msgstr "" -#, fuzzy msgid "By default:" -msgstr "Výchozí vlastnosti" +msgstr "Ve výchozím:" msgid "" "the template's name is the same as the file name (minus the extension, " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po index e3f58975cd..f77ff6fc42 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po index c60e938a54..dc3be3388d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po index edbd547ad7..472cffae8c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po index 3c9de1802d..fda1308089 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po index 69012bd6b5..c6442938fb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po index e89590ffc5..ce3f818e23 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po index baad5344a4..a1874deffd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po index b01f1c39e3..2f2003b0f6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po index 9b6a4f7e5f..aa0a81ad64 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po index 1ad50f9631..d11cc16df0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po index 9fbb160e3a..ba328677a5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -153,12 +153,16 @@ msgstr "" msgid "`D `__" msgstr "\"Rezavá \"__" +#, fuzzy +msgid "`Go `__" +msgstr "`GitHub `_" + #, fuzzy msgid "`Haxe `__" msgstr "`D `__" #, fuzzy -msgid "`Rust `__" +msgid "`Rust `__" msgstr "\"Rezavá \"__" #, fuzzy diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po index dccf469843..58a3b8885a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po index 554b47c09c..ac47d8126a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1165,13 +1165,12 @@ msgstr "" msgid ":ref:`String `" msgstr ":ref:`String `" -#, fuzzy msgid "" "A sequence of characters in `Unicode format `_." msgstr "" "Posloupnost znaků ve formátu `Unicode `_. Řetězce mohou obsahovat následující escape sekvence:" +"Unicode>`_." msgid "" "An immutable string that allows only one instance of each name. They are " @@ -1618,6 +1617,57 @@ msgid "" "the project settings. See :ref:`doc_gdscript_warning_system` for details." msgstr "" +#, fuzzy +msgid "Initialization order" +msgstr "Příklad inicializace:" + +#, fuzzy +msgid "Member variables are initialized in the following order:" +msgstr "Vyplňte formulář s následujícím nastavením:" + +msgid "" +"Depending on the variable's static type, the variable is either ``null`` " +"(untyped variables and objects) or has a default value of the type (``0`` " +"for ``int``, ``false`` for ``bool``, etc.)." +msgstr "" + +msgid "" +"The specified values are assigned in the order of the variables in the " +"script, from top to bottom. - *(Only for ``Node``-derived classes)* If the " +"``@onready`` annotation is applied to a variable, its initialization is " +"deferred to step 5." +msgstr "" + +msgid "If defined, the ``_init()`` method is called." +msgstr "" + +msgid "" +"When instantiating scenes and resources, the exported values are assigned." +msgstr "" + +msgid "" +"*(Only for ``Node``-derived classes)* ``@onready`` variables are initialized." +msgstr "" + +msgid "" +"*(Only for ``Node``-derived classes)* If defined, the ``_ready()`` method is " +"called." +msgstr "" + +msgid "" +"You can specify a complex expression as a variable initializer, including " +"function calls. Make sure the variables are initialized in the correct " +"order, otherwise your values may be overwritten. For example::" +msgstr "" + +msgid "Will print::" +msgstr "" + +msgid "" +"To fix this, move the ``_data`` variable definition above the ``a`` " +"definition or remove the empty dictionary assignment (``= {}``)." +msgstr "" + #, fuzzy msgid "Static variables" msgstr "Úpravy proměnných" @@ -1899,6 +1949,11 @@ msgstr "" msgid "Lambda functions can be named for debugging purposes::" msgstr "" +msgid "" +"Note that if you want to return a value from a lambda, an explicit " +"``return`` is required (you can't omit ``return``)::" +msgstr "" + msgid "" "Lambda functions capture the local environment. Local variables are passed " "by value, so they won't be updated in the lambda if changed in the local " @@ -2051,13 +2106,11 @@ msgid "" "equal to the StringName ``&\"hello\"``." msgstr "" -#, fuzzy msgid "Basic syntax" -msgstr "Základní syntaxe::" +msgstr "Základní syntaxe" -#, fuzzy msgid "Crash-course for people who are familiar with switch statements" -msgstr "**Kurz pro lidi, kteří znají příkazy switch**:" +msgstr "Crash Klkurz pro lidi, kteří jsou obeznámen s příkazy switch" msgid "Replace ``switch`` with ``match``." msgstr "Nahraďte ``switch`` příkazem ``match``." @@ -2072,9 +2125,8 @@ msgstr "Odstraňte ``case``." msgid "Change ``default`` to a single underscore." msgstr "Změňte ``default`` na jedno podtržítko." -#, fuzzy msgid "Control flow" -msgstr "**Pořadí vyhodnocování**:" +msgstr "Kontrola toku" #, fuzzy msgid "" @@ -2260,6 +2312,14 @@ msgstr "" "volitelnou čárkou oddělenou cestou k obrázku, abyste ho mohli použít jako " "ikonu. Vaše třída se pak v editoru objeví s touto novou ikonou::" +msgid "" +"SVG images that are used as custom node icons should have the **Editor > " +"Scale With Editor Scale** and **Editor > Convert Icons With Editor Theme** :" +"ref:`import options ` enabled. " +"This allows icons to follow the editor's scale and theming settings if the " +"icons are designed with the same color palette as Godot's own icons." +msgstr "" + msgid "Here's a class file example:" msgstr "Zde je příklad souboru třídy:" @@ -2488,9 +2548,8 @@ msgid "" "assigned." msgstr "" -#, fuzzy msgid "Example::" -msgstr "Příklady" +msgstr "Příklad::" msgid "" "Unlike ``setget`` in previous Godot versions, the properties setter and " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po index 89d325c4b3..a2f0a36a62 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,9 +97,8 @@ msgstr "Experimentální" msgid "``@experimental``" msgstr "Android (experimentální)" -#, fuzzy msgid "For example::" -msgstr "Příklad kódu" +msgstr "Například::" msgid "" "If there is any space in between the tag name and colon, for example " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po index 5863347866..3575fe7d29 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,6 @@ msgstr "" msgid "GDScript exported properties" msgstr "Exporty GDScriptu" -#, fuzzy msgid "" "In Godot, class members can be exported. This means their value gets saved " "along with the resource (such as the :ref:`scene `) " @@ -31,7 +30,7 @@ msgstr "" "V Godotu lze členy třídy exportovat. To znamená, že jejich hodnota se uloží " "spolu se zdrojem (například :ref:`scene `), ke kterému " "jsou připojeny. Budou také k dispozici pro editaci v editoru vlastností. " -"Exportování se provádí pomocí klíčového slova ``export``::" +"Exportování se provádí pomocí klíčového slova ``@export``." msgid "" "In that example the value ``5`` will be saved and visible in the property " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po index 0df7b46f12..d9923c1dc7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po index f86d88f54f..74e843a84a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -266,9 +266,9 @@ msgstr "" #, fuzzy msgid "" -"In the script editor, to toggle the selected code commented, press :kbd:" -"`Ctrl + K`. This feature adds a single ``#`` sign at the start of the " -"selected lines." +"In the script editor, to toggle commenting of the selected code, press :kbd:" +"`Ctrl + K`. This feature adds/removes a single ``#`` sign before any code on " +"the selected lines." msgstr "" "Chcete-li v editoru skriptů zakomentovat vybraný kód, stiskněte :kbd:`Ctrl + " "K`. Tato funkce přidá na začátek vybraných řádků jeden znak #." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po index b6d3589724..b479459b89 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po index 0ae899940a..ad7f164d04 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,7 +32,6 @@ msgstr "Že **statické typy vám mohou pomoci vyhnout se chybám** ;" msgid "that static typing improves your experience with the editor." msgstr "" -#, fuzzy msgid "" "Where and how you use this language feature is entirely up to you: you can " "use it only in some sensitive GDScript files, use it everywhere, or don't " @@ -40,7 +39,7 @@ msgid "" msgstr "" "Je jen na vás, kde a jak tuto novou jazykovou funkci využijete: můžete ji " "používat pouze v některých citlivých souborech GDScript, používat ji všude " -"nebo psát kód jako dosud!" +"nebo psát kód jako dosud." msgid "" "Static types can be used on variables, constants, functions, parameters, and " @@ -169,9 +168,8 @@ msgstr "" "Pro konstanty nemusíte uvádět typ, Godot je nastaví automaticky z přiřazené " "hodnoty. Přesto tak můžete učinit, aby byl záměr vašeho kódu jasnější." -#, fuzzy msgid "What can be a type hint" -msgstr "Co tento Engine dokáže?" +msgstr "Jaký může být tip na typy" #, fuzzy msgid "Here is a complete list of what can be used as a type hint:" @@ -286,9 +284,8 @@ msgid "" "type that is less specific (**supertype**) than the parent method." msgstr "" -#, fuzzy msgid "Example::" -msgstr "Příklady" +msgstr "Příklad::" #, fuzzy msgid "Specify the element type of an ``Array``" @@ -534,6 +531,63 @@ msgid "" "lines cover." msgstr "" +msgid "Common unsafe operations and their safe counterparts" +msgstr "" + +msgid "``UNSAFE_PROPERTY_ACCESS`` and ``UNSAFE_METHOD_ACCESS`` warnings" +msgstr "" + +msgid "" +"In this example, we aim to set a property and call a method on an object " +"that has a script attached with ``class_name MyScript`` and that ``extends " +"Node2D``. If we have a reference to the object as a ``Node2D`` (for " +"instance, as it was passed to us by the physics system), we can first check " +"if the property and method exist and then set and call them if they do::" +msgstr "" + +msgid "" +"However, this code will produce ``UNSAFE_PROPERTY_ACCESS`` and " +"``UNSAFE_METHOD_ACCESS`` warnings as the property and method are not present " +"in the referenced type - in this case a ``Node2D``. To make these operations " +"safe, you can first check if the object is of type ``MyScript`` using the " +"``is`` keyword and then declare a variable with the type ``MyScript`` on " +"which you can set its properties and call its methods::" +msgstr "" + +msgid "" +"Alternatively, you can declare a variable and use the ``as`` operator to try " +"to cast the object. You'll then want to check whether the cast was " +"successful by confirming that the variable was assigned::" +msgstr "" + +msgid "``UNSAFE_CAST`` warning" +msgstr "" + +msgid "" +"In this example, we would like the label connected to an object entering our " +"collision area to show the area's name. Once the object enters the collision " +"area, the physics system sends a signal with a ``Node2D`` object, and the " +"most straightforward (but not statically typed) solution to do what we want " +"could be achieved like this::" +msgstr "" + +msgid "" +"This piece of code produces an ``UNSAFE_PROPERTY_ACCESS`` warning because " +"``label`` is not defined in ``Node2D``. To solve this, we could first check " +"if the ``label`` property exist and cast it to type ``Label`` before " +"settings its text property like so::" +msgstr "" + +msgid "" +"However, this produces an ``UNSAFE_CAST`` warning because ``body.label`` is " +"of a ``Variant`` type. To safely get the property in the type you want, you " +"can use the ``Object.get()`` method which returns the object as a " +"``Variant`` value or returns ``null`` if the property doesn't exist. You can " +"then determine whether the property contains an object of the right type " +"using the ``is`` keyword, and finally declare a statically typed variable " +"with the object::" +msgstr "" + #, fuzzy msgid "Cases where you can't specify types" msgstr "Případy, kdy nelze zadat typy" @@ -552,13 +606,11 @@ msgid "" "dictionary::" msgstr "Typ jednotlivých prvků pole nelze určit. Vyvolá to chybu:" -#, fuzzy msgid "Nested types are not currently supported::" -msgstr "**Mobilní prohlížeče nejsou v současné době podporovány.**" +msgstr "Vnořené typy nejsou v současné době podporovány::" -#, fuzzy msgid "Typed dictionaries are not currently supported::" -msgstr "**Mobilní prohlížeče nejsou v současné době podporovány.**" +msgstr "Typované slovníky nejsou v současné době podporovány::" msgid "Summary" msgstr "Shrnutí" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po index 01e7aa1d76..53aff36338 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po index 9250669151..648af41427 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po index b86365f1de..d26b767453 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po index 4f789983ef..3e64314262 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po index d293ef6044..ce10abf02f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po index c9aeae6fb3..ddc0b0e7e9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po index 5a2f847e61..6239472bfa 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po index d329e609cc..c607d50946 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po index 10e54b9096..2ffb63e4a7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po index 2fc454d056..ee73627930 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,18 +45,14 @@ msgstr "" "Samy o sobě nic nedělají: místo toho jsou data v nich obsažená používána " "uzly." -#, fuzzy msgid "" "Anything Godot saves or loads from disk is a resource. Be it a scene (a ``." "tscn`` or an ``.scn`` file), an image, a script... Here are some :ref:" "`Resource ` examples:" msgstr "" -"Cokoli, co Godot uloží nebo načte z disku, je zdrojem. Ať už je to scéna " -"(soubor ``.tscn`` nebo ``.scn``), obrázek, skript... Zde je několik příkladů " -"``Resource``: :ref:`Texture `, :ref:`Script `, :" -"ref:`Mesh `, :ref:`Animation `, :ref:" -"`AudioStream `, :ref:`Font `, :ref:" -"`Translation `." +"Cokoli, co Godot uloží nebo načte z disku, je zdrojem. Ať už je to scéna (``." +"tscn`` nebo ``.scn``), obrázek, skript... Zde jsou některé :ref:`příklady " +"zdrojů `:" #, fuzzy msgid ":ref:`Texture `" @@ -425,11 +421,9 @@ msgstr "" "připravenou strukturu, podobně jako Dictionary mapuje řetězec na sekundární " "vlastní skript Resource." -#, fuzzy msgid "" "Instead of inlining the Dictionary values, one could also, alternatively:" -msgstr "" -"Místo pouhého vložení hodnot slovníku by bylo možné také alternativně..." +msgstr "Místo pouhého vložení hodnot slovníku by bylo možné také alternativně:" #, fuzzy msgid "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po index f67bc12eee..b8db2743a7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po index 8b0d2a7bff..9504080c56 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po index 3a090f5b6b..5546285068 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po index 9521504997..52af7d571c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po index ae54569c2c..14c16d26de 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po index ced2fa959a..1978791a78 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -117,10 +117,24 @@ msgstr "" msgid "" "The :ref:`Godot shader preprocessor` supports the " -"following macros: * ``#define`` / ``#undef`` * ``#if``, ``#elif``, " -"``#else``, ``#endif``, ``defined()``, ``#ifdef``, ``#ifndef`` * ``#include`` " -"(only ``.gdshaderinc`` files and with a maximum depth of 25) * ``#pragma " -"disable_preprocessor``, which disables preprocessing for the rest of the file" +"following macros:" +msgstr "" + +msgid "``#define`` / ``#undef``" +msgstr "" + +msgid "" +"``#if``, ``#elif``, ``#else``, ``#endif``, ``defined()``, ``#ifdef``, " +"``#ifndef``" +msgstr "" + +msgid "" +"``#include`` (only ``.gdshaderinc`` files and with a maximum depth of 25)" +msgstr "" + +msgid "" +"``#pragma disable_preprocessor``, which disables preprocessing for the rest " +"of the file" msgstr "" msgid "Variables" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po index b888b749ac..09d9f17093 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po index 691e9343e4..50349e08d1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po index 07ec3f6543..4c92889f93 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po index 880927ecf3..19b55c8a28 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po index 114f25cf81..135986f589 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po index a404020b90..7849b2f3b0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po index 2bde1572e9..8fd4c46413 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -296,8 +296,7 @@ msgstr "" msgid "" "Coordinate of pixel center. In screen space. ``xy`` specifies position in " -"window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " -"lower-left." +"window. Origin is lower-left." msgstr "" msgid "in vec2 **SCREEN_PIXEL_SIZE**" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po index 5620257fb9..4d8f4cebdb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po index e221700898..7766864303 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po index f8d3481ea4..ef7c47d36b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po index fad19d5958..6fb3cc910e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -341,9 +341,8 @@ msgstr "" msgid "To avoid infinite recursion, include depth is limited to 25 steps." msgstr "" -#, fuzzy msgid "Example shader include file:" -msgstr "Příkladem může být..." +msgstr "Příklad stínování obsahuje soubor:" msgid "Example base shader (using the include file we created above):" msgstr "" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po index a3aa902b04..5056f3f3f2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -923,9 +923,8 @@ msgstr "" msgid "**Transform2D**" msgstr "" -#, fuzzy msgid "**Basis**" -msgstr "**Špatné**:" +msgstr "**Základ**" msgid "**mat4** **mat4**" msgstr "" @@ -1096,9 +1095,10 @@ msgid "" msgstr "" msgid "" -"Per-instance uniform values can also be set at run-time using " -"`set_instance_shader_parameter` " -"method on a node that inherits from :ref:`class_GeometryInstance3D`:" +"Per-instance uniform values can also be set at run-time using :ref:" +"`set_instance_shader_parameter " +"` method on a " +"node that inherits from :ref:`class_GeometryInstance3D`:" msgstr "" msgid "" @@ -1669,7 +1669,9 @@ msgstr "" msgid "Get the number of accessible mipmap levels of a texture." msgstr "" -msgid "If the texture is unassigned to a sampler, ``0`` is returned." +msgid "" +"If the texture is unassigned to a sampler, ``1`` is returned (Godot always " +"internally assigns a texture even to an empty sampler)." msgstr "" msgid "gvec4_type **texture** (gsampler2D s, vec2 p [, float bias])" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po index 247d6d341c..affdbc6a8e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po index 43bfafaa99..ba081ef92a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -586,7 +586,9 @@ msgstr "" msgid "in vec3 **VIEW**" msgstr "" -msgid "Normalized vector from fragment position to camera (in view space)." +msgid "" +"Normalized vector from fragment position to camera (in view space). This is " +"the same for both perspective and orthogonal cameras." msgstr "" msgid "in vec2 **UV**" @@ -852,11 +854,6 @@ msgid "" "render_mode)." msgstr "" -msgid "" -"To write a light function, assign something to ``DIFFUSE_LIGHT`` or " -"``SPECULAR_LIGHT``. Assigning nothing means no light is processed." -msgstr "" - msgid "" "The light function is called for every light in every pixel. It is called " "within a loop for each light type." diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po index 4f6690fe44..53e61d189d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po index 9e9b6440ec..4b1bcdea6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po index ddcf0bd952..fef791d453 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -265,9 +265,8 @@ msgid "" "or scalar division." msgstr "" -#, fuzzy msgid "There are other types but these are the main ones." -msgstr "Zdroje lze ukládat dvěma způsoby. Mohou to být:" +msgstr "Jsou zde i jiné typy ale tyto jsou ty hlavní." msgid "Visual Shader nodes" msgstr "Vizuální Shader uzly" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po index f44cf8f0ca..b87d206567 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po index 5b21d27424..18d6962b48 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,7 +76,7 @@ msgstr "" msgid "" "In the Inspector, click beside \"Texture\" where it says \"[empty]\" and " -"select \"Load\", then select \"Icon.png\". For new projects, this is the " +"select \"Load\", then select \"icon.svg\". For new projects, this is the " "Godot icon. You should now see the icon in the viewport." msgstr "" @@ -174,17 +174,21 @@ msgid "Using ``TEXTURE`` built-in" msgstr "" msgid "" -"When you want to adjust a color in a Sprite2D you cannot just adjust the " -"color from the texture manually like in the code below." +"The default fragment function reads from the set Sprite2D texture and " +"displays it." msgstr "" msgid "" -"The default fragment function reads from a texture and displays it. When you " -"overwrite the default fragment function, you lose that functionality, so you " -"have to implement it yourself. You read from textures using the ``texture`` " -"function. Certain nodes, like Sprite2Ds, have a dedicated texture variable " -"that can be accessed in the shader using ``TEXTURE``. Use it together with " -"``UV`` and ``texture`` to draw the Sprite2D." +"When you want to adjust a color in a Sprite2D you can adjust the color from " +"the texture manually like in the code below." +msgstr "" + +msgid "" +"Certain nodes, like Sprite2Ds, have a dedicated texture variable that can be " +"accessed in the shader using ``TEXTURE``. If you want to use the Sprite2D " +"texture to combine with other colors, you can use the ``UV`` with the " +"``texture`` function to access this variable. Use them to redraw the " +"Sprite2D with the texture." msgstr "" msgid "Uniform input" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po index faa171877b..9cb647aa5d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po index 0bc34098e6..c22a7bcc81 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po index 176d2aad81..a4f0a47bb7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -116,9 +116,8 @@ msgid "" "levels." msgstr "" -#, fuzzy msgid "The editor or project takes a very long time to start" -msgstr "Spuštění editoru nebo projektu trvá velmi dlouho." +msgstr "Spuštění editoru nebo projektu trvá velmi dlouho" msgid "" "When using one of the Vulkan-based renderers (Forward+ or Forward Mobile), " @@ -155,9 +154,8 @@ msgid "" "as ``7007``." msgstr "" -#, fuzzy msgid "The Godot editor appears frozen after clicking the system console" -msgstr "Po kliknutí na konzolu systému se editor Godot zamrzne." +msgstr "Po kliknutí na konzolu systému editor Godot zamrzne" msgid "" "When running Godot on Windows with the system console enabled, you can " @@ -204,13 +202,12 @@ msgid "" "location as created by macOS." msgstr "" -#, fuzzy msgid "" "Some text such as \"NO DC\" appears in the top-left corner of the Project " "Manager and editor window" msgstr "" "V levém horním rohu okna správce projektu a editoru se zobrazí text, " -"například \"NO DC\"." +"například \"NO DC\"" msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " @@ -234,9 +231,8 @@ msgstr "" "přejděte na **X Screen 0 > OpenGL Settings** a zrušte zaškrtnutí **Enable " "Graphics API Visual Indicator**." -#, fuzzy msgid "The editor or project appears overly sharp or blurry" -msgstr "Spuštění editoru nebo projektu trvá velmi dlouho." +msgstr "Editor nebo projekt vypadají příliš ostře nebo rozmazaně" msgid "" "Correct appearance (left), oversharpened appearance due to graphics driver " @@ -305,9 +301,8 @@ msgid "" "profiles system provided by graphics drivers' control panels." msgstr "" -#, fuzzy msgid "The editor or project appears to have washed out colors" -msgstr "Spuštění editoru nebo projektu trvá velmi dlouho." +msgstr "Editor nebo projekt vypadají že maji vybledlé barvy" msgid "" "On Windows, this is usually caused by incorrect OS or monitor settings, as " @@ -368,13 +363,12 @@ msgid "" "sleep." msgstr "" -#, fuzzy msgid "" "The project works when run from the editor, but fails to load some files " "when running from an exported copy" msgstr "" "Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie " -"se mu nepodaří načíst některé soubory." +"se mu nepodaří načíst některé soubory" msgid "" "This is usually caused by forgetting to specify a filter for non-resource " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po index 8ddf2a24e2..5509f5ef3c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -500,7 +500,7 @@ msgid "" "used." msgstr "" -msgid "``[lang={code}]{text}[/color]``" +msgid "``[lang={code}]{text}[/lang]``" msgstr "" msgid "**color**" @@ -972,9 +972,8 @@ msgid "" "``bg=odd_color,even_color``." msgstr "" -#, fuzzy msgid "Unordered list bullet" -msgstr "Nebo neuspořádané množiny:" +msgstr "Odrážka neuspořádaného listu" msgid "" "By default, the ``[ul]`` tag uses the ``U+2022`` \"Bullet\" Unicode glyph as " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po index e4bbead9d7..5c70186015 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po index 726836c960..ad968d9829 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po index 38f18066b2..3addb2342e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po index 15387c14a2..a3341c685e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po index 65e696af15..7fcf2d048b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po index 4409dd08b0..b9c3302296 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po index 1f1fb6733c..ec252ba43a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -276,9 +276,8 @@ msgstr "Konfigurace sestavení" msgid "The result should look like this:" msgstr "Vaše scéna by měla vypadat takto:" -#, fuzzy msgid "Font shadow example" -msgstr "Příklad pro Windows:" +msgstr "Příklad stínování fontu" msgid "" "You can create local overrides to font display in Label nodes by creating a :" @@ -544,9 +543,8 @@ msgid "" "system fonts is not supported on all platforms." msgstr "" -#, fuzzy msgid "It's possible to use a system font as a fallback font too." -msgstr "Je možné Godot použít jako knihovnu?" +msgstr "Je možné Godot použít jako knihovnu." #, fuzzy msgid "Using icon fonts" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po index aaa0986347..6309185c9f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po index 86110359af..0aa0d48082 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po index 6347891aed..f4e7720de6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po index 75440efe19..ac8cbaf7e3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po index b7dc72c1e0..b02cb8b16f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,18 +95,16 @@ msgid "" "The Android plugin structure has been restructured in Godot 4.2, and the " "loader plugin was renamed to vendors plugin as it now includes more than " "just loaders. If you've previously installed the loader plugin you need to " -"delete it from the `android/plugins` folder. The loader plugin available in " -"the asset library is still the old one, it will be updated to the new vendor " -"plugin after 4.2 is released." +"delete it from the `android/plugins` folder." msgstr "" #, fuzzy msgid "" "The vendors plugin can be downloaded from the asset library, search for " -"OpenXR and install the plugin:" +"\"OpenXR vendors\" and install the plugin:" msgstr "" -"Pluginy pro rozšíření funkcí editoru lze stáhnout z :ref:`library library " -"` ." +"Dodavatelské pluginy lze stáhnout z knihovny doplňků, hledejte OpenXR a " +"nainstalujte plugin:" msgid "You will find the installed files inside the **addons** folder." msgstr "" @@ -122,7 +120,7 @@ msgstr "" msgid "" "You will need to copy the `assets/addons/godotopenxrvendors` folder from the " -"zip file into your projects `assets/addons` folder." +"zip file into your projects `addons` folder." msgstr "" #, fuzzy @@ -193,13 +191,8 @@ msgstr "" msgid "" "While the Mobile Vulkan renderer has many optimizations targeted at mobile " "devices, we're still working out the kinks. It is highly advisable to use " -"the OpenGL renderer for the time being when targeting Android based XR " -"devices." -msgstr "" - -msgid "" -"Note that we are awaiting driver updates on various devices before Vulkan " -"support will work on these." +"the compatibility renderer (OpenGL) for the time being when targeting " +"Android based XR devices." msgstr "" msgid "Running on your device from the Godot editor" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po index 904d779af5..8101574374 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po index 00c7d1cec2..8517b6e427 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po index 2e7a93be18..791f7b823a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_passthrough.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_passthrough.po index f141c12108..4f593210ef 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_passthrough.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_passthrough.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po index 7de6dc5d21..aa35f5f74d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -123,9 +123,10 @@ msgid "" msgstr "" msgid "" -"Godot also has the choice between a desktop and mobile Vulkan renderer. " -"There are a number of optimisations added to the mobile renderer that " -"benefit XR applications. You may wish to enable this even on desktop." +"Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the " +"future XR desktop projects should use Forward+, and projects for stand-alone " +"headsets should use Mobile. However Compatibility is the recommended " +"renderer for now due to it having the best XR performance." msgstr "" #, fuzzy diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po index ef6e411e44..c275bd3bf5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -594,9 +594,8 @@ msgid "" "use the ``+`` next to each entry to bind it to an action:" msgstr "" -#, fuzzy msgid "Let's finish our configuration:" -msgstr "Organizace projektu" +msgstr "Dokončeme naši konfiguraci:" msgid "" "Each action is bound the given input or output for both controllers to " diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po index 424b23c037..b0057977ae 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po index b5399363f7..3cc1f67cba 100644 --- a/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po +++ b/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po index bacd59e4a0..a946428728 100644 --- a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,21 +40,55 @@ msgstr "" "wiedergegeben sind. Viele Seiten wurden grundlegend aktualisiert, sind aber " "nicht in diesem Dokument enthalten." -msgid "New pages since version 4.0" +#, fuzzy +msgid "New pages since version 4.1" msgstr "Neue Seiten seit Version 4.0" +msgid "C#" +msgstr "C#" + +#, fuzzy +msgid ":ref:`doc_c_sharp_diagnostics`" +msgstr ":ref:`doc_c_sharp_variant`" + msgid "Development" msgstr "Entwicklung" +#, fuzzy +msgid ":ref:`doc_2d_coordinate_systems`" +msgstr ":ref:`doc_large_world_coordinates`" + +msgid "Migrating" +msgstr "Auf neue Version umziehen" + +#, fuzzy +msgid ":ref:`doc_upgrading_to_godot_4.2`" +msgstr ":ref:`doc_upgrading_to_godot_4.1`" + +#, fuzzy +msgid "I/O" +msgstr "IO" + +#, fuzzy +msgid ":ref:`doc_runtime_loading_and_saving`" +msgstr ":ref:`doc_importing_translations`" + +msgid "Platform-specific" +msgstr "Plattformspezifisch" + +#, fuzzy +msgid ":ref:`doc_android_library`" +msgstr ":ref:`doc_android_plugin`" + +msgid "New pages since version 4.0" +msgstr "Neue Seiten seit Version 4.0" + msgid ":ref:`doc_internal_rendering_architecture`" msgstr ":ref:`doc_internal_rendering_architecture`" msgid ":ref:`doc_using_sanitizers`" msgstr ":ref:`doc_using_sanitizers`" -msgid "Migrating" -msgstr "Auf neue Version umziehen" - msgid ":ref:`doc_upgrading_to_godot_4.1`" msgstr ":ref:`doc_upgrading_to_godot_4.1`" @@ -283,9 +317,6 @@ msgstr "Mathematik" msgid ":ref:`doc_random_number_generation`" msgstr ":ref:`doc_random_number_generation`" -msgid "Platform-specific" -msgstr "Plattformspezifisches" - msgid ":ref:`doc_plugins_for_ios`" msgstr ":ref:`doc_plugins_for_ios`" @@ -390,7 +421,7 @@ msgid ":ref:`doc_visual_shaders`" msgstr ":ref:`doc_visual_shaders`" msgid "Networking" -msgstr "Netzwerke" +msgstr "Netzwerkfunktionen" msgid ":ref:`doc_webrtc`" msgstr ":ref:`doc_webrtc`" @@ -465,7 +496,7 @@ msgid ":ref:`doc_gdscript_static_typing`" msgstr ":ref:`doc_gdscript_static_typing`" msgid "Best Practices:" -msgstr "Bewährte Techniken:" +msgstr "Bewährte Praktiken:" msgid ":ref:`doc_introduction_best_practices`" msgstr ":ref:`doc_introduction_best_practices`" diff --git a/sphinx/po/de/LC_MESSAGES/about/faq.po b/sphinx/po/de/LC_MESSAGES/about/faq.po index 8cd3abcf92..5421b33c58 100644 --- a/sphinx/po/de/LC_MESSAGES/about/faq.po +++ b/sphinx/po/de/LC_MESSAGES/about/faq.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -335,11 +335,11 @@ msgid "" "took an enormous amount of code. After some experiments with `Python " "`__, that also proved difficult to embed." msgstr "" -"Anfänglich nutzte die Engine noch `Lua `__ als " +"Anfänglich nutzte die Engine noch `Lua `__ als " "Skriptsprache. Lua ist schnell dank LuaJIT, aber die Sprachanbindung an ein " "objektorientiertes System zu erstellen (durch Verwendung von Fallbacks) war " "komplex, langsam und verlangte nach enorm viel Code. Nach einigen " -"Experimenten mit `Python `__ stellte sich auch diese " +"Experimenten mit `Python `__ stellte sich auch diese " "Sprache als schwierig einzubetten heraus." msgid "" @@ -369,7 +369,7 @@ msgid "" "on a great engine, not a great number of integrations." msgstr "" "Viele bestehende Sprachen haben ineffiziente Schnittstellen zur Anbindung an " -"C++, was zu einer großen Menge Code, Bugs, Engpässen und allgemeiner " +"C++, was zu einer großen Menge Code, Bugs, Bottlenecks und allgemeiner " "Ineffizienz führt (Lua, Python, Squirrel, JavaScript, etc.). Wir wollten uns " "auf eine großartige Engine konzentrieren, nicht auf eine große Anzahl von " "Skriptsprachen." @@ -610,7 +610,7 @@ msgid "" "the shortcut available for all users." msgstr "" "Speichern Sie `diese .desktop-Datei `__ " +"godotengine/godot/master/misc/dist/linux/org.godotengine.Godot.desktop>`__ " "unter ``$HOME/.local/share/applications/``. Wenn Sie über " "Administratorrechte verfügen, können Sie die ``.desktop``-Datei auch unter " "``/usr/local/share/applications`` speichern, damit die Verknüpfung für alle " @@ -839,8 +839,8 @@ msgid "" "on how to achieve this." msgstr "" "Benutzen Sie die Stretch-Optionen in Godot. Am besten funktioniert Canvas-" -"Element-Stretching, wenn das Seitenverhältnis gleich bleibt (siehe das " -"Tutorial zu :ref:`doc_multiple_resolutions`, um dies zu erreichen)." +"Element-Stretching, wenn das Seitenverhältnis gleich bleibt. Siehe das " +"Tutorial zu :ref:`doc_multiple_resolutions`, um dies zu erreichen." msgid "" "Determine a minimum resolution and then decide if you want your game to " @@ -1181,10 +1181,11 @@ msgstr "" "(wie Python) geschrieben werden kann, als in einer hauptsächlich " "makrobasierten Sprache, die nur für den Build-Prozess gedacht ist." +#, fuzzy msgid "" -"Godot build process makes heavy use of cross-compiling tools. Each platform " -"has a specific detection process, and all these must be handled as specific " -"cases with special code written for each." +"Godot's build process makes heavy use of cross-compiling tools. Each " +"platform has a specific detection process, and all these must be handled as " +"specific cases with special code written for each." msgstr "" "Der Godot-Build-Prozess macht stark Gebrauch von Cross-Compiling-Tools. Jede " "Plattform hat einen spezifischen Erkennungsprozess, und all diese müssen als " @@ -1265,9 +1266,9 @@ msgid "" "going." msgstr "" "Wir glauben Spiele sollten nicht Abstürzen, egal was auch passiert. Wenn " -"eine unerwartete Situation auftritt, dann schreibt Godot eine Fehlermeldung, " -"versucht dies danach aber so gut es geht wieder auszugleichen und weiter zu " -"laufen." +"eine unerwartete Situation auftritt, dann schreibt Godot eine Fehlermeldung " +"(die sogar auf Skipt-Code verweist), versucht den Fehler danach aber so gut " +"es geht wieder auszugleichen und weiter zu laufen." msgid "" "Additionally, exceptions significantly increase the binary size for the " diff --git a/sphinx/po/de/LC_MESSAGES/about/introduction.po b/sphinx/po/de/LC_MESSAGES/about/introduction.po index 1d59619c11..c705e2396c 100644 --- a/sphinx/po/de/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/about/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,11 +58,12 @@ msgstr "" "die Seite :ref:`Erste Schritte ` ein guter " "Startpunkt." +#, fuzzy msgid "" "In case you have trouble with one of the tutorials or your project, you can " "find help on the various :ref:`Community channels `, " -"especially the Godot `Discord`_ community and `Q&A `_." +"especially the Godot `Discord`_ community and `Forum `_." msgstr "" "Falls Sie Probleme mit einem der Tutorials oder Ihrem Projekt haben, können " "Sie Hilfe in den verschiedenen :ref:`Community-Kanälen " @@ -114,7 +115,7 @@ msgstr "" "Engine-Codes. Die Entwicklung von Godot ist völlig unabhängig und wird von " "der Community vorangetrieben, so dass die Benutzer die Möglichkeit haben, " "die Engine nach ihren Vorstellungen zu gestalten. Sie wird von der " -"gemeinnützigen Godot Foundation ``_ unterstützt." +"gemeinnützigen `Godot Foundation `_ unterstützt." msgid "Organization of the documentation" msgstr "Aufbau der Dokumentation" diff --git a/sphinx/po/de/LC_MESSAGES/about/list_of_features.po b/sphinx/po/de/LC_MESSAGES/about/list_of_features.po index dc78c11812..99764e22e2 100644 --- a/sphinx/po/de/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/de/LC_MESSAGES/about/list_of_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,17 +38,24 @@ msgstr "" msgid "Platforms" msgstr "**Plattformen**" +msgid "" +"See :ref:`doc_system_requirements` for hardware and software version " +"requirements." +msgstr "" + msgid "**Can run both the editor and exported projects:**" msgstr "**Mit Editor und exportierten Projekten kompatibel:**" -msgid "Windows 7 and later (64-bit and 32-bit)." +#, fuzzy +msgid "Windows (x86, 64-bit and 32-bit)." msgstr "Windows 7 und neuer (64-bit und 32-bit)." -msgid "macOS 10.12 and later (64-bit, x86 and ARM)." -msgstr "MacOS 10.12 und neuer (64-bit, x86 und ARM)." +msgid "macOS (x86 and ARM, 64-bit only)." +msgstr "" -msgid "Linux (64-bit, x86 and ARM)." -msgstr "Linux (64-bit, x86 und ARM)." +#, fuzzy +msgid "Linux (x86 and ARM, 64-bit and 32-bit)." +msgstr "Windows 7 und neuer (64-bit und 32-bit)." msgid "" "Binaries are statically linked and can run on any distribution if compiled " @@ -58,13 +65,14 @@ msgstr "" "ausgeführt werden, wenn sie auf einer ausreichend alten Basisdistribution " "kompiliert werden." -msgid "Official binaries are compiled on Ubuntu 14.04." -msgstr "Offizielle Binärdateien sind für Ubuntu 14.04 kompiliert." +msgid "" +"Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " +"common Linux distributions (including LTS variants)." +msgstr "" -msgid "32-bit binaries can be compiled from source." -msgstr "32-bit Binaries können aus dem Quellcode kompiliert werden." - -msgid "Android 6.0 and later (editor support is experimental)." +#, fuzzy +msgid "Android (editor support is experimental)." msgstr "Android 6.0 und neuer (Editor-Unterstützung ist experimentell)." msgid "" @@ -77,8 +85,8 @@ msgstr "" msgid "**Runs exported projects:**" msgstr "**Nur mit exportierten Projekten kompatibel:**" -msgid "iOS 11.0 and later." -msgstr "iOS 11.0 und neuer." +msgid "iOS." +msgstr "" msgid ":ref:`Consoles `." msgstr ":ref:`Konsolen `." @@ -126,7 +134,8 @@ msgstr "" msgid "GDScript :ref:`debugger `." msgstr "GDScript-:ref:`Debugger `." -msgid "No support for debugging in threads yet." +#, fuzzy +msgid "Support for debugging in threads is available since 4.2." msgstr "Momentan keine Unterstützung zum Debuggen in Threads." msgid "" @@ -526,19 +535,17 @@ msgstr "" "verschwommener Brechung)." msgid "Proximity fade (soft particles) and distance fade." -msgstr "Verblassen in Nähe (Soft-Partikel) und Distanz." +msgstr "Nahausblendung (Soft-Partikel) und Fernausblendung." msgid "" "Distance fade can use alpha blending or dithering to avoid going through the " "transparent pipeline." msgstr "" -"Distanz-Verblassung kann Alpha-Mischung oder Dithering nutzen, um den Weg " -"durch die Transparenz-Pipeline zu vermeiden." +"Fernausblendung kann Alpha-Blending oder Dithering nutzen, um den Weg durch " +"die Transparenz-Pipeline zu vermeiden." msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "" -"Dithering (Bewegungsunschärfe) kann auf Pixel oder Objekt Basis berechnet " -"werden." +msgstr "Dithering kann auf Pixel- oder Objekt-Basis berechnet werden." msgid "**Real-time lighting:**" msgstr "**Echtzeit-Beleuchtung:**" @@ -570,7 +577,7 @@ msgid "" "Optional distance fade system to fade distant lights and their shadows, " "improving performance." msgstr "" -"Optionales Abstandsüberblendungssystem zum Ausblenden entfernter Lichter und " +"Optionales Fernausblendungssystem zum Ausblenden entfernter Lichter und " "ihrer Schatten, um die Leistung zu verbessern." msgid "" @@ -595,14 +602,14 @@ msgstr "" "Beleuchtung kann dieses Limit bei Bedarf überwunden werden." msgid "**Shadow mapping:**" -msgstr "**Schatten abbilden (Shadow Mapping):**" +msgstr "**Shadow Mapping:**" msgid "" "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " "blending between splits." msgstr "" "*DirectionalLight:* Orthogonal (am schnellsten), PSSM 2-split und 4-split. " -"Unterstützt Blending zwischen splits." +"Unterstützt Blending zwischen Splits." msgid "" "*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " @@ -961,7 +968,7 @@ msgstr "" "Unterstützung für benutzerdefinierte Partikelshader mit manueller Emission." msgid "**Post-processing:**" -msgstr "**Post-Processing**" +msgstr "**Post-Processing:**" msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." msgstr "Tonemapping (Linear, Reinhard, Filmic, ACES)." @@ -988,8 +995,8 @@ msgid "" "Glow/bloom with optional bicubic upscaling and several blend modes " "available: Screen, Soft Light, Add, Replace, Mix." msgstr "" -"Glow/Bloom mit optionalem bikubischen Upscaling und verschiedenen " -"Überblendungsmodi: Screen, Soft Light, Add, Replace, Mix." +"Glow/Bloom mit optionalem bikubischen Upscaling und verschiedenen Blending-" +"Modi: Screen, Soft Light, Add, Replace, Mix." msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" @@ -1141,7 +1148,7 @@ msgstr "" msgid "" "Tools for :ref:`procedural geometry generation `." -msgstr "Tools für :ref:`prozedurale Geometrien `." +msgstr "Tools für :ref:`prozedurale Geometrien `." msgid "Path3D node to represent a path in 3D space." msgstr "Path3D-Node steht für einen Pfad im 3D-Raum." @@ -1169,7 +1176,7 @@ msgid "Soft bodies." msgstr "Soft-Bodies." msgid "Ragdolls." -msgstr "Ragdolls (Gliederpuppen)." +msgstr "Ragdolls." msgid "" "Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " @@ -1184,8 +1191,8 @@ msgstr "Erzeugt dreieckige Kollisions-Shapes für jedes Mesh aus dem Editor." msgid "" "Generate one or several convex collision shapes for any mesh from the editor." msgstr "" -"Erzeugt eine oder mehrere konvexe (nach außen gewölbte) Kollisions-Shapes " -"für jedes Mesh aus dem Editor." +"Erzeugt eine oder mehrere konvexe Kollisions-Shapes für jedes Mesh aus dem " +"Editor." msgid "Shaders" msgstr "Shader" @@ -1414,7 +1421,7 @@ msgid "**APIs used:**" msgstr "**genutzte APIs:**" msgid "*Windows:* WASAPI." -msgstr "*Windows:* WASAPI (Windows Audio Session API)." +msgstr "*Windows:* WASAPI." msgid "*macOS:* CoreAudio." msgstr "*MacOS:* CoreAudio." @@ -1566,7 +1573,7 @@ msgstr "" "(einschließlich von einem exportierten Projekt)." msgid "Networking" -msgstr "Netzwerke" +msgstr "Netzwerkfunktionen" msgid "" "Low-level TCP networking using :ref:`class_StreamPeer` and :ref:" diff --git a/sphinx/po/de/LC_MESSAGES/about/release_policy.po b/sphinx/po/de/LC_MESSAGES/about/release_policy.po index 632236cf25..5df15ef235 100644 --- a/sphinx/po/de/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/de/LC_MESSAGES/about/release_policy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -186,11 +186,13 @@ msgstr "**Release-Datum**" msgid "**Support level**" msgstr "**Support-Level**" -msgid "Godot 4.2 (`master`)" +#, fuzzy +msgid "Godot 4.3 (`master`)" msgstr "Godot 4.2 (`master`)" -msgid "November 2023 (estimate)" -msgstr "November 2023 (voraussichtlich)" +#, fuzzy +msgid "April 2024 (estimate)" +msgstr "Q3 2023 (voraussichtlich)" msgid "" "|unstable| *Development.* Receives new features, usability and performance " @@ -203,11 +205,13 @@ msgstr "" msgid "unstable" msgstr "unstable" -msgid "Godot 4.1" +#, fuzzy +msgid "Godot 4.2" msgstr "Godot 4.1" -msgid "July 2023" -msgstr "Juli 2023" +#, fuzzy +msgid "November 2023" +msgstr "November 2021" msgid "" "|supported| Receives fixes for bugs and security issues, as well as patches " @@ -219,16 +223,30 @@ msgstr "" msgid "supported" msgstr "supported" +msgid "Godot 4.1" +msgstr "Godot 4.1" + +msgid "July 2023" +msgstr "Juli 2023" + msgid "Godot 4.0" msgstr "Godot 4.0" msgid "March 2023" msgstr "März 2023" +#, fuzzy +msgid "|eol| No longer supported (last update: 4.0.4)." +msgstr "|eol| Nicht mehr unterstützt (letztes Update: 2.0.4.1)." + +msgid "eol" +msgstr "eol" + msgid "Godot 3.6 (`3.x`, LTS)" msgstr "Godot 3.6 (`3.x`, LTS)" -msgid "Q3 2023 (estimate)" +#, fuzzy +msgid "Q1 2024 (estimate)" msgstr "Q3 2023 (voraussichtlich)" msgid "" @@ -251,15 +269,9 @@ msgstr "Godot 3.4" msgid "November 2021" msgstr "November 2021" -msgid "" -"|eol| No longer supported, as fully superseded by the compatible 3.5 release " -"(last update: 3.4.5)." -msgstr "" -"|eol| Wird nicht mehr unterstützt, da es von der kompatiblen Version 3.5 " -"vollständig abgelöst wurde (letztes Update: 3.4.5)." - -msgid "eol" -msgstr "eol" +#, fuzzy +msgid "|eol| No longer supported (last update: 3.4.5)." +msgstr "|eol| Nicht mehr unterstützt (letztes Update: 3.2.3)." msgid "Godot 3.3" msgstr "Godot 3.3" @@ -267,12 +279,9 @@ msgstr "Godot 3.3" msgid "April 2021" msgstr "April 2021" -msgid "" -"|eol| No longer supported, as fully superseded by the compatible 3.4 release " -"(last update: 3.3.4)." -msgstr "" -"|eol| Wird nicht mehr unterstützt, da es vollständig durch die kompatible " -"Version 3.4 ersetzt wurde (letztes Update: 3.3.4)." +#, fuzzy +msgid "|eol| No longer supported (last update: 3.3.4)." +msgstr "|eol| Nicht mehr unterstützt (letztes Update: 3.2.3)." msgid "Godot 3.2" msgstr "Godot 3.2" diff --git a/sphinx/po/de/LC_MESSAGES/about/system_requirements.po b/sphinx/po/de/LC_MESSAGES/about/system_requirements.po new file mode 100644 index 0000000000..effda7b5a2 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/about/system_requirements.po @@ -0,0 +1,422 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "System requirements" +msgstr "Anforderungen" + +msgid "" +"This page contains system requirements for the editor and exported projects. " +"These specifications are given for informative purposes only, but they can " +"be referred to if you're looking to build or upgrade a system to use Godot " +"on." +msgstr "" + +#, fuzzy +msgid "Godot editor" +msgstr "Debuggen des Godot Editors" + +msgid "" +"These are the **minimum** specifications required to run the Godot editor " +"and work on a simple 2D or 3D project:" +msgstr "" + +msgid "Desktop or laptop PC - Minimum" +msgstr "" + +msgid "**CPU**" +msgstr "" + +msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" +msgstr "" + +msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" +msgstr "" + +msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" +msgstr "" + +msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" +msgstr "" + +msgid "" +"**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" +msgstr "" + +msgid "" +"*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" +msgstr "" + +msgid "**GPU**" +msgstr "" + +msgid "" +"**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " +"support" +msgstr "" + +msgid "" +"*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " +"(Kaveri)*" +msgstr "" + +msgid "" +"**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " +"support" +msgstr "" + +msgid "" +"*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " +"(Kaveri)*" +msgstr "" + +msgid "**RAM**" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 4 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**Web editor:** 8 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**Storage**" +msgstr "Speicher" + +msgid "" +"200 MB (used for the executable, project files and cache). Exporting " +"projects requires downloading export templates separately (1.3 GB after " +"installation)." +msgstr "" + +#, fuzzy +msgid "**Operating system**" +msgstr "Warnsystem" + +msgid "" +"**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " +"(Forward+/Mobile), Linux distribution released after 2016" +msgstr "" + +msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" +msgstr "" + +msgid "" +"Windows 7/8/8.1 are supported on a best-effort basis. These versions are not " +"regularly tested and some features may be missing (such as colored :ref:" +"`print_rich ` console output). Support " +"for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " +"`." +msgstr "" + +msgid "" +"Vulkan drivers for these Windows versions are known to have issues with " +"memory leaks. As a result, it's recommended to stick to the Compatibility " +"rendering method when running Godot on an Windows version older than 10." +msgstr "" + +msgid "Mobile device (smartphone/tablet) - Minimum" +msgstr "" + +msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" +msgstr "" + +msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" +msgstr "" + +#, fuzzy +msgid "**iOS:** *Cannot run the editor*" +msgstr "**Vom Editor unterstützt:**" + +msgid "" +"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +msgstr "" + +msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" +msgstr "" + +msgid "" +"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " +"3.0 support" +msgstr "" + +msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 3 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**Web editor:** 6 GB" +msgstr "**Vom Editor unterstützt:**" + +msgid "" +"**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" +"Mobile), iOS 11.0" +msgstr "" + +msgid "" +"**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" +msgstr "" + +msgid "" +"These are the **recommended** specifications to get a smooth experience with " +"the Godot editor on a simple 2D or 3D project:" +msgstr "" + +msgid "Desktop or laptop PC - Recommended" +msgstr "" + +msgid "" +"**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or " +"more" +msgstr "" + +msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" +msgstr "" + +msgid "*Example: Intel Core i5-8500, Apple M1*" +msgstr "" + +msgid "" +"*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " +"overclocking*" +msgstr "" + +msgid "" +"**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " +"support" +msgstr "" + +msgid "" +"*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" +msgstr "" + +msgid "" +"**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " +"support" +msgstr "" + +msgid "" +"*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 8 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**Web editor:** 12 GB" +msgstr "**Vom Editor unterstützt:**" + +msgid "" +"1.5 GB (used for the executable, project files, all export templates and " +"cache)" +msgstr "" + +msgid "" +"**Native editor:** Windows 10, macOS 10.15, Linux distribution released " +"after 2020" +msgstr "" + +msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" +msgstr "" + +msgid "Mobile device (smartphone/tablet) - Recommended" +msgstr "" + +msgid "" +"**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " +"more" +msgstr "" + +msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" +msgstr "" + +msgid "" +"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" +msgstr "" + +msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" +msgstr "" + +msgid "" +"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" +msgstr "" + +msgid "" +"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " +"3.2 support" +msgstr "" + +#, fuzzy +msgid "**Native editor:** 6 GB" +msgstr "**Vom Editor unterstützt:**" + +msgid "**Native editor:** Android 9.0 or iOS 11.0" +msgstr "" + +msgid "" +"**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" +msgstr "" + +#, fuzzy +msgid "Exported Godot project" +msgstr "Exportieren eines Godot Projekts nach Xcode" + +msgid "" +"The requirements below are a baseline for a **simple** 2D or 3D project, " +"with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " +"requirements will heavily vary depending on your project's scope, its " +"rendering method, viewport resolution and graphics settings chosen. Other " +"programs running on the system while the project is running will also " +"compete for resources, including RAM and video RAM." +msgstr "" + +msgid "" +"It is strongly recommended to do your own testing on low-end hardware to " +"make sure your project runs at the desired speed. To provide scalability for " +"low-end hardware, you will also need to introduce a `graphics options menu " +"`__ to your project." +msgstr "" + +msgid "" +"These are the **minimum** specifications required to run a simple 2D or 3D " +"project exported with Godot:" +msgstr "" + +#, fuzzy +msgid "**For native exports:** 2 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**For web exports:** 4 GB" +msgstr "**Vom Editor unterstützt:**" + +msgid "150 MB (used for the executable, project files and cache)" +msgstr "" + +msgid "" +"**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " +"10.15 (Forward+/Mobile), Linux distribution released after 2016" +msgstr "" + +msgid "" +"**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" +msgstr "" + +msgid "**iOS:** SoC with any 64-bit ARM CPU" +msgstr "" + +msgid "*Example: Apple A7 (iPhone 5S)*" +msgstr "" + +msgid "" +"*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " +"SE 1)*" +msgstr "" + +msgid "" +"*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" +msgstr "" + +#, fuzzy +msgid "**For native exports:** 1 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**For web exports:** 2 GB" +msgstr "**Vom Editor unterstützt:**" + +msgid "" +"**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" +"Mobile), iOS 11.0" +msgstr "" + +msgid "" +"**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" +msgstr "" + +msgid "" +"These are the **recommended** specifications to get a smooth experience with " +"a simple 2D or 3D project exported with Godot:" +msgstr "" + +#, fuzzy +msgid "**For native exports:** 4 GB" +msgstr "**Vom Editor unterstützt:**" + +#, fuzzy +msgid "**For web exports:** 8 GB" +msgstr "**Vom Editor unterstützt:**" + +msgid "" +"**For native exports:** Windows 10, macOS 10.15, Linux distribution released " +"after 2020" +msgstr "" + +msgid "" +"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" +msgstr "" + +msgid "**iOS:** SoC with 64-bit ARM CPU" +msgstr "" + +msgid "*Example: Apple A11 (iPhone XS/XR)*" +msgstr "" + +msgid "" +"*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" +msgstr "" + +msgid "**For native exports:** Android 9.0 or iOS 11.0" +msgstr "" + +msgid "" +"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" +msgstr "" + +msgid "" +"Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" +"OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " +"have fewer driver issues." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po index 59168e49d4..a06de99e98 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po index ab6c99f5b4..6f2e3b56ba 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po index 94ef78d69a..d216f58fab 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po index 73aaa73805..b7585f72e1 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/community/channels.po b/sphinx/po/de/LC_MESSAGES/community/channels.po index ea5f3f16cf..1ee1b94200 100644 --- a/sphinx/po/de/LC_MESSAGES/community/channels.po +++ b/sphinx/po/de/LC_MESSAGES/community/channels.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,44 +41,24 @@ msgstr "" "Eine kurze Übersicht über diese Kanäle ist auf der `Godot-Webseite `_ verfügbar." -msgid "Q&A" -msgstr "Fragen & Antworten" +#, fuzzy +msgid "Forums" +msgstr "Forum" -msgid "`Official Godot Questions & Answers `_" +#, fuzzy +msgid "`Official Godot Forum `_" msgstr "`Official Godot Questions & Answers `_" -msgid "Rocket.Chat" -msgstr "Rocket.Chat" +#, fuzzy +msgid "`Community Forum `_" +msgstr "`Godot-Forum `_" + +msgid "Chats" +msgstr "" msgid "`Godot Contributors Chat `_" msgstr "`Godot Mitwirkenden-Chat `_" -msgid "IRC on Libera.Chat" -msgstr "IRC auf Libera.Chat" - -msgid "" -"As of January 2021, core developer chat has moved to the Godot Contributors " -"Chat platform listed above." -msgstr "" -"Seit Januar 2021 ist der Kernentwickler-Chat auf die oben genannte Godot " -"Mitwirkenden-Chat-Plattform umgezogen." - -msgid "" -"`General: #godotengine `_" -msgstr "" -"`Allgemein: #godotengine `_" - -msgid "" -"IRC is less active than Discord. Please stick around to get an answer, as it " -"may take several hours for someone to see and answer your questions." -msgstr "" -"Der IRC-Chat ist weniger aktiv als der Discord. Bitte haben Sie Geduld, um " -"eine Antwort zu erhalten, da es mehrere Stunden dauern kann, bis jemand Ihre " -"Fragen sieht und beantwortet." - -msgid "Other chats" -msgstr "Weitere Chats" - msgid "`Discord `_" msgstr "`Discord `_" @@ -87,17 +67,26 @@ msgid "" msgstr "" "`Matrix (IRC kompatibel) `_" -msgid "Language-based communities" -msgstr "Communities bestimmter Sprachen" - +#, fuzzy msgid "" -"See the `User groups `_ page " -"of the website for a list of local communities." +"`IRC (#godotengine on Libera.Chat) `_" msgstr "" -"Auf der Seite `Benutzergruppen `_ der Website finden Sie eine Liste von Communities in Ihrer Nähe." +"`Allgemein: #godotengine `_" -msgid "Social networks" +#, fuzzy +msgid "" +"As of January 2021, core developer chat has moved to the Godot Contributors " +"Chat platform listed above. IRC is less active. Please stick around to get " +"an answer, as it may take several hours for someone to see and answer your " +"questions." +msgstr "" +"Der IRC-Chat ist weniger aktiv als der Discord. Bitte haben Sie Geduld, um " +"eine Antwort zu erhalten, da es mehrere Stunden dauern kann, bis jemand Ihre " +"Fragen sieht und beantwortet." + +#, fuzzy +msgid "Social networks and other sites" msgstr "Soziale Netzwerke" msgid "`GitHub `_" @@ -122,11 +111,23 @@ msgstr "`YouTube `_" msgid "`Steam `_" msgstr "`Steam `_" -msgid "Forum" -msgstr "Forum" +#, fuzzy +msgid "`itch.io `_" +msgstr "`Haxe `__" -msgid "`Godot Forums `_" -msgstr "`Godot-Forum `_" +#, fuzzy +msgid "`linkin.bio `_" +msgstr "`GitHub `_" + +msgid "Language-based communities" +msgstr "Communities bestimmter Sprachen" + +msgid "" +"See the `User groups `_ page " +"of the website for a list of local communities." +msgstr "" +"Auf der Seite `Benutzergruppen `_ der Website finden Sie eine Liste von Communities in Ihrer Nähe." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/tutorials.po b/sphinx/po/de/LC_MESSAGES/community/tutorials.po index 548c737256..782d96d94d 100644 --- a/sphinx/po/de/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/de/LC_MESSAGES/community/tutorials.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -42,18 +42,16 @@ msgid "" msgstr "" "Glauben Sie, dass hier etwas fehlt? Fühlen Sie sich frei, einen `Pull " "Request ` einzureichen." +"tutorials.rst>`_ einzureichen." msgid "Where to start" msgstr "Wo anfangen" +#, fuzzy msgid "" "The Godot video tutorials by `GDQuest `_, `Game from Scratch `_ " -"and `KidsCanCode `_ are well-regarded in the community and often recommended as a " -"gentle introduction to beginners." +"UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ are well-regarded in the community and " +"often recommended as a gentle introduction to beginners." msgstr "" "Die Godot-Videoanleitungen von `GDQuest `_, `Game from Scratch `_ genießen in der Community ein hohes Ansehen werden für den " "leichten Einstieg empfohlen." -msgid "" -"If you're interested in a complete introduction to programming using Godot " -"and GDScript, the unofficial `Godot Tutorials `_ YouTube channel is a good place to start." -msgstr "" -"Wenn Sie Interesse an einer kompletten Anleitung zum Programmieren mit Godot " -"und GDScript haben, bieten die inoffiziellen `Godot Tutorials `_ auf Youtube einen guten " -"Startpunkt." - msgid "" "GDQuest's *Learn GDScript From Zero* is a free and open source interactive " "tutorial for absolute beginners to learn to program with Godot's GDScript " @@ -95,198 +83,123 @@ msgstr "" msgid "Video tutorials" msgstr "Video-Tutorials" -msgid "" -"`Godot Tutorials `_ (2D, GDScript, Programming Basics)." -msgstr "" -"`Godot-Tutorials `_ (2D, GDScript, Programmiergrundlagen)." - -msgid "" -"`Emilio `_ (2D, " -"GDScript)." -msgstr "" -"`Emilio `_ (2D, " -"GDScript)." - -msgid "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript and C#)." -msgstr "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript und C#)." - -msgid "" -"`GDQuest `_ (2D and 3D, GDScript and C#)." -msgstr "" -"`GDQuest `_ (2D und 3D, GDScript und C#)." - -msgid "" -"`Game Development Center `_ " -"(2D, networked multiplayer, GDScript)." -msgstr "" -"`Game Development Center `_ " -"(2D, vernetzter Multiplayer, GDScript)." - -msgid "" -"`Game Endeavor `_ (2D, GDScript)." -msgstr "" -"`Game Endeavor `_ (2D, GDScript)." - -msgid "" -"`Game from Scratch `_ (2D and 3D, " -"GDScript and C#)." -msgstr "" -"`Game from Scratch `_ (2D und 3D, " -"GDScript und C#)." - -msgid "" -"`HeartBeast `_ (2D, GDScript)." -msgstr "" -"`HeartBeast `_ (2D, GDScript)." - -msgid "" -"`KidsCanCode `__ (2D and 3D, GDScript)." -msgstr "" -"`KidsCanCode `__ (2D und 3D, GDScript)." - -msgid "" -"`Mister Taft Creates `_ (2D, GDScript)." -msgstr "" -"`Mister Taft Creates `_ (2D, GDScript)." - -msgid "" -"`Miziziziz `_ (2D and 3D, GDScript)." -msgstr "" -"`Miziziziz `_ (2D und 3D, GDScript)." - -msgid "" -"`P1X / Krzysztof Jankowski `_ (3D)." -msgstr "" -"`P1X / Krzysztof Jankowski `_ (3D)." - -msgid "" -"`Pigdev `_ (2D, GDScript)." -msgstr "" -"`Pigdev `_ (2D, GDScript)." - -msgid "" -"`Steincodes `__ (2D, " -"GDScript)." -msgstr "" -"`Steincodes `__ (2D, " -"GDScript)." - -msgid "" -"`TheBuffED `_ (2D, GDScript)." -msgstr "" -"`TheBuffED `_ (2D, GDScript)." - -msgid "" -"`Code with Tom `_ (2D and 3D, GDScript)." -msgstr "" -"`Code with Tom `_ (2D and 3D, GDScript)." - +#, fuzzy msgid "" "`BornCG `_ (2D and 3D, GDScript)." +"list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35>`_ (2D and 3D, GDScript)" msgstr "" "`BornCG `_ (2D und 3D, GDScript)." -msgid "" -"`TheGuideKnight `_ (2D, GDScript)." -msgstr "" -"`TheGuideKnight `_ (2D, GDScript)." - -msgid "" -"`GDScript Dude `_ " -"(GDScript)." -msgstr "" -"`GDScript Dude `_ " -"(GDScript)." - -msgid "`Garbaj `_ (3D, GDScript)." -msgstr "`Garbaj `_ (3D, GDScript)." - -msgid "" -"`Kasper Frandsen `_ (3D, Shaders)." -msgstr "" -"`Kasper Frandsen `_ (3D, Shader)." - -msgid "" -"`bitbrain `_ (2D, GDScript)." -msgstr "" -"`bitbrain `_ (2D, GDScript)." - -msgid "`Gwizz `_ (2D, GDScript)." -msgstr "`Gwizz `_ (2D, GDScript)." - -msgid "`Quiver `_ (2D, GDScript)." -msgstr "`Quiver `_ (2D, GDScript)." - -msgid "" -"`Maker Tech `_ (2D, GDScript)." -msgstr "" -"`Maker Tech `_ (2D, GDScript)." - +#, fuzzy msgid "" "`Clear Code `_ (2D, GDScript, " -"Programming Basics)." +"Programming Basics)" msgstr "" "`Clear Code `_ (2D, GDScript, " "Programmiergrundlagen)." -msgid "" -"`Game Dev Artisan `_ (2D, GDScript)." -msgstr "" -"`Game Dev Artisan `_ (2D, GDScript)." - +#, fuzzy msgid "" "`FencerDevLog `_ (2D, 3D, GDScript, " -"Shaders)." +"Shaders)" msgstr "" "`FencerDevLog `_ (2D, 3D, GDScript, " "Shader)." +#, fuzzy +msgid "" +"`FinePointCGI `_ " +"(2D, 3D, GDScript and C#)" +msgstr "" +"`FinePointCGI `_ " +"(2D, 3D, GDScript und C#)." + +#, fuzzy +msgid "" +"`GDQuest `_ (2D and 3D, GDScript and C#)" +msgstr "" +"`GDQuest `_ (2D und 3D, GDScript und C#)." + +#, fuzzy +msgid "" +"`Game Dev Artisan `_ (2D, GDScript)" +msgstr "" +"`Game Dev Artisan `_ (2D, GDScript)." + +#, fuzzy +msgid "" +"`Game Development Center `_ " +"(2D, networked multiplayer, GDScript)" +msgstr "" +"`Game Development Center `_ " +"(2D, vernetzter Multiplayer, GDScript)." + +#, fuzzy +msgid "" +"`Game Endeavor `_ (2D, GDScript)" +msgstr "" +"`Game Endeavor `_ (2D, GDScript)." + +#, fuzzy +msgid "`Gwizz `_ (2D, GDScript)" +msgstr "`Gwizz `_ (2D, GDScript)." + +#, fuzzy +msgid "" +"`Godotneers `_ (2D, Shaders, GDScript)" +msgstr "" +"`Game Dev Artisan `_ (2D, GDScript)." + +#, fuzzy +msgid "`HeartBeast `_ (2D, GDScript)" +msgstr "`Garbaj `_ (3D, GDScript)." + +#, fuzzy +msgid "" +"`KidsCanCode `__ (2D and 3D, GDScript)" +msgstr "" +"`KidsCanCode `__ (2D und 3D, GDScript)." + +#, fuzzy +msgid "`Maker Tech `_ (2D, GDScript)" +msgstr "" +"`Maker Tech `_ (2D, GDScript)." + +#, fuzzy +msgid "`Pigdev `_ (2D, GDScript)" +msgstr "`Gwizz `_ (2D, GDScript)." + +#, fuzzy +msgid "" +"`Queble `_ (2D, GDScript)" +msgstr "" +"`Game Dev Artisan `_ (2D, GDScript)." + +#, fuzzy +msgid "`Quiver `_ (2D, GDScript)" +msgstr "`Quiver `_ (2D, GDScript)." + msgid "Text tutorials" msgstr "Text-Tutorials" msgid "`FinepointCGI website by Mitch `__" -msgstr "`FinepointCGI Webseite von Mitch `__" +msgstr "`FinepointCGI Webseite von Mitch `__" msgid "`GDScript website by Andrew Wilkes `__" msgstr "`GDScript-Webseite von Andrew Wilkes `__" msgid "" "`Godot Recipes by KidsCanCode `__" -msgstr "`Godot Recipes von KidsCanCode `__" +msgstr "" +"`Godot Recipes von KidsCanCode `__" msgid "" "`Godot Tutorials by SomethingLikeGames `_" +"`Bastiaan Olij (AR & VR) `_" msgstr "" -"`Andrea Catania (Physik & KI) `_" +"`Bastiaan Olij (AR & VR) `_" -msgid "" -"`Bastiaan Olij (AR & VR) `_" -msgstr "" -"`Bastiaan Olij (AR & VR) `_" +#, fuzzy +msgid "`bitbrain `_" +msgstr "`YouTube `_" msgid "`DevDuck (2D) `_" msgstr "`DevDuck (2D) `_" @@ -333,6 +243,15 @@ msgstr "" "`awesome-godot: Eine kuratierte Liste von freien/libre Plugins, Skripten und " "Add-ons `_" +#, fuzzy +msgid "`Godot Asset Library `_" +msgstr "`Godot Mitwirkenden-Chat `_" + +msgid "" +"`Godot Shaders: A community-driven shader library `_" +msgstr "" + msgid "" "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " "`_" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po index 7262dce9e0..a8513c3e78 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po index e35d856336..97827dd7d1 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po index d53cc23bea..31583a5135 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po index ee4b0842aa..f6fe4e6f1f 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,9 +38,8 @@ msgstr "`Python 3.6+ `_." msgid "`SCons 3.0+ `_ build system." msgstr "`SCons 3.0+ `_-Buildsystem." -msgid "" -"`Xcode `_ (or the more " -"lightweight Command Line Tools for Xcode)." +#, fuzzy +msgid "`Xcode `_." msgstr "" "`Xcode `_ (oder die " "leichtgewichtigeren Kommandozeilentools für Xcode)." diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po index 39429e026e..49b549acd6 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -205,9 +205,9 @@ msgid "" "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" "Wenn Sie getrennte Editoreinstellungen für Ihre eigenen Godot-Builds und die " -"offiziellen Releases verwenden wollen, können Sie den :ref:`Portablen Modus " -"` aktivieren, indem Sie eine Datei " -"namens ``._sc_`` oder ``_sc_`` im ``bin/``-Ordner anlegen." +"offiziellen Releases verwenden wollen, können Sie den :ref:" +"`doc_data_paths_self_contained_mode` aktivieren, indem Sie eine Datei namens " +"``._sc_`` oder ``_sc_`` im ``bin/``-Ordner anlegen." msgid "Running a headless/server build" msgstr "Ausführen eines Headless/Server-Builds" @@ -235,7 +235,7 @@ msgid "" "servers, use::" msgstr "" "Um einen *Server*-Build zu kompilieren, der für den Betrieb von dedizierten " -"Spieleservern optimiert ist, benutzen Sie:" +"Spieleservern optimiert ist, benutzen Sie::" msgid "Building export templates" msgstr "Exportvorlagen erstellen" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po index ab51d8901e..6043734317 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -98,7 +98,7 @@ msgstr "" "Quellcodes." msgid "To compile for Intel (x86-64) powered Macs, use::" -msgstr "Zum Kompilieren für Intel (x86-64) betriebene Macs verwenden Sie:" +msgstr "Zum Kompilieren für Intel (x86-64) betriebene Macs verwenden Sie::" msgid "To compile for Apple Silicon (ARM64) powered Macs, use::" msgstr "" @@ -129,9 +129,9 @@ msgid "" "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" "Wenn Sie getrennte Editoreinstellungen für Ihre eigenen Godot-Builds und die " -"offiziellen Releases verwenden wollen, können Sie den :ref:`Portablen Modus " -"` aktivieren, indem Sie eine Datei " -"namens ``._sc_`` oder ``_sc_`` im ``bin/``-Ordner anlegen." +"offiziellen Releases verwenden wollen, können Sie den :ref:" +"`doc_data_paths_self_contained_mode` aktivieren, indem Sie eine Datei namens " +"``._sc_`` oder ``_sc_`` im ``bin/``-Ordner anlegen." msgid "" "To create an ``.app`` bundle like in the official builds, you need to use " @@ -209,7 +209,8 @@ msgstr "" msgid "For Intel x86_64::" msgstr "Für Intel x86_64::" -msgid "For ARM64 (Apple M1)::" +#, fuzzy +msgid "For Arm64 (Apple M1)::" msgstr "Für ARM64 (Apple M1)::" msgid "" @@ -220,14 +221,15 @@ msgstr "" "unterstützen, führen Sie die beiden obigen Befehle in Blöcken aus und " "benutzen Sie ``lipo``, um sie zu bündeln::" +#, fuzzy msgid "" "To create an ``.app`` bundle like in the official builds, you need to use " "the template located in ``misc/dist/macos_template.app``. The release and " "debug builds should be placed in ``macos_template.app/Contents/MacOS`` with " -"the names ``godot_macos_release.64`` and ``godot_macos_debug.64`` " -"respectively. You can do so with the following commands (assuming a " -"universal build, otherwise replace the ``.universal`` extension with the one " -"of your arch-specific binaries)::" +"the names ``godot_macos_release.universal`` and ``godot_macos_debug." +"universal`` respectively. You can do so with the following commands " +"(assuming a universal build, otherwise replace the ``.universal`` extension " +"with the one of your arch-specific binaries)::" msgstr "" "Um ein ``.app``-Bundle wie in den offiziellen Builds zu erstellen, müssen " "Sie die Vorlage verwenden, die sich in ``misc/dist/macos_template.app`` " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po index 9f321fe205..6b30eea18c 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -94,11 +94,12 @@ msgstr "" "können, kann die ``javascript_eval``-Option verwendet werden, um ohne das " "Singleton zu bauen::" +#, fuzzy msgid "" "The engine will now be compiled to WebAssembly by Emscripten. Once finished, " "the resulting file will be placed in the ``bin`` subdirectory. Its name is " -"``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32." -"zip`` for debug." +"``godot.web.template_release.wasm32.zip`` for release or ``godot.web." +"template_debug.wasm32.zip`` for debug." msgstr "" "Die Engine wird nun von Emscripten in WebAssembly kompiliert. Sobald die " "Kompilierung abgeschlossen ist, wird die resultierende Datei im " @@ -160,9 +161,10 @@ msgstr "" "Browser ausgeführt werden kann. Die Editor-Version wird gegenüber dem " "nativen Build nicht empfohlen. Sie können den Editor bauen mit::" +#, fuzzy msgid "" "Once finished, the resulting file will be placed in the ``bin`` " -"subdirectory. Its name will be ``godot.web.opt.tools.wasm32.zip``. You can " +"subdirectory. Its name will be ``godot.web.editor.wasm32.zip``. You can " "upload the zip content to your web server and visit it with your browser to " "use the editor." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po index 42ac66078c..12c155fef2 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -325,9 +325,9 @@ msgid "" "by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder." msgstr "" "Wenn Sie getrennte Editoreinstellungen für Ihre eigenen Godot-Builds und die " -"offiziellen Releases verwenden wollen, können Sie den :ref:`Portablen Modus " -"` aktivieren, indem Sie eine Datei " -"namens ``._sc_`` oder ``_sc_`` im ``bin/``-Ordner anlegen." +"offiziellen Releases verwenden wollen, können Sie den :ref:" +"`doc_data_paths_self_contained_mode` aktivieren, indem Sie eine Datei namens " +"``._sc_`` oder ``_sc_`` im ``bin/``-Ordner anlegen." msgid "Development in Visual Studio" msgstr "Entwickeln in Visual Studio" @@ -460,10 +460,10 @@ msgstr "" msgid "" "You can change that configuration following those instructions, for 64-bit::" msgstr "" -"Sie können die Konfiguration gemäß diesen Anweisungen für 64-Bit ändern:" +"Sie können die Konfiguration gemäß diesen Anweisungen für 64-Bit ändern::" msgid "And for 32-bit::" -msgstr "Und für 32 Bit:" +msgstr "Und für 32 Bit::" msgid "Creating Windows export templates" msgstr "Erstellen von Windows-Exportvorlagen" @@ -485,7 +485,7 @@ msgstr "" "Versionskennung (wie ``3.1.1.stable`` oder ``3.2.dev``) ersetzen::" msgid "With the following names::" -msgstr "Mit den folgenden Namen:" +msgstr "Mit den folgenden Namen::" msgid "" "However, if you are using custom modules or custom engine code, you may " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po index d94afa15b1..f2afc8ad2c 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -200,28 +200,38 @@ msgstr "" "dies alles transparent, aber es kann die Dinge während der Entwicklung " "kompliziert machen." +#, fuzzy msgid "" "In order to use Godot with a development version of those packages, a local " -"NuGet source must be created where MSBuild can find them. This can be done " -"with the .NET CLI:" +"NuGet source must be created where MSBuild can find them." msgstr "" "Um Godot mit einer Entwicklungsversion dieser Pakete zu verwenden, muss eine " "lokale NuGet-Quelle erstellt werden, in der MSBuild sie finden kann. Dies " "kann mit der .NET CLI erfolgen:" msgid "" -"The Godot NuGet packages must be added to that local source. Additionally, " -"we must make sure there are no other versions of the package in the NuGet " -"cache, as MSBuild may pick one of those instead." +"First, pick a location for the local NuGet source. If you don't have a " +"preference, create an empty directory at one of these recommended locations:" +msgstr "" + +msgid "On Windows, ``C:\\Users\\\\MyLocalNugetSource``" +msgstr "" + +msgid "On Linux, \\*BSD, etc., ``~/MyLocalNugetSource``" +msgstr "" + +msgid "This path is referred to later as ````." msgstr "" -"Die Godot-NuGet-Pakete müssen zu dieser lokalen Quelle hinzugefügt werden. " -"Außerdem müssen wir sicherstellen, dass sich keine anderen Versionen des " -"Pakets im NuGet-Cache befinden, da MSBuild stattdessen eine dieser Versionen " -"auswählen könnte." msgid "" -"In order to simplify this process, the ``build_assemblies.py`` script " -"provides the following ``--push-nupkgs-local`` option:" +"After picking a directory, run this .NET CLI command to configure NuGet to " +"use your local source:" +msgstr "" + +#, fuzzy +msgid "" +"When you run the ``build_assemblies.py`` script, pass ```` " +"to the ``--push-nupkgs-local`` option:" msgstr "" "Um diesen Prozess zu vereinfachen, bietet das Skript ``build_assemblies.py`` " "die folgende Option ``--push-nupkgs-local``:" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po index 392830a72e..ed5022cc2b 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po index ff8ac68504..7732fff705 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po index dba93c7147..131026ac7b 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po index 1dc1e7e73c..c33a375ec6 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po index c7c95d1ab5..9b1424b2da 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -140,7 +140,7 @@ msgstr "" msgid "To list the available target platforms, use ``scons platform=list``::" msgstr "" "Um die verfügbaren Target-Plattformen aufzulisten, verwenden Sie ``scons " -"platform=list``:" +"platform=list``::" msgid "" "To build for a platform (for example, ``linuxbsd``), run with the " @@ -161,7 +161,7 @@ msgstr "" msgid "For the previous build attempt, the result would look like this::" msgstr "" -"Für den obigen Build-Versuch würde das Ergebnis folgendermaßen aussehen:" +"Für den obigen Build-Versuch würde das Ergebnis folgendermaßen aussehen::" msgid "" "This means that the binary is for Linux *or* \\*BSD (*not* both), is not " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po index 2b704739ff..adcfd51bea 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po index d0237e7a3e..c41db7eb36 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po index cab0d05840..f595a73f6d 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po index 7c1ad29673..e536462c37 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po index 3c1e6735fe..2926001afb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po index cf112f20db..97804ca5c6 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po index d7b8df3741..635b601ca4 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po index 65bd451715..9b6347d021 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po index 5eae5c3d37..01c277dacf 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po index 01c180fa8d..a897fd1952 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po index 5b46d05988..57a381c219 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po index 7771bc243d..fce76a5019 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po index e0febdfd0b..195ae6fefd 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po index cd8937648f..79b77b960e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po index 38914d08b7..4a584522dc 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -249,7 +249,7 @@ msgid "Godot provides also a set of common containers:" msgstr "Godot bietet auch eine Reihe gängiger Container:" msgid "Vector" -msgstr "Vector" +msgstr "Vektor" msgid "List" msgstr "List" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po index 461c4dd46c..4da2090b51 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po index ff81d82804..c07f884d1e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po index 2458b0f621..f4f0a326b3 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -553,7 +553,7 @@ msgstr "" "überprüfen. Zum Beispiel::" msgid "Example output::" -msgstr "Beispielausgabe:" +msgstr "Beispielausgabe::" msgid "Now we can generate the documentation:" msgstr "Jetzt können wir die Dokumentation erstellen:" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po index 725d52f1d8..4901af44d8 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -211,7 +211,7 @@ msgid "" msgstr "" "Wenn die Plattform nicht UNIX-ähnlich ist, können Sie den `Windows-Port " "`_ als Referenz verwenden." +"os_windows.cpp>` als Referenz verwenden." msgid "**detect.py file**" msgstr "**detect.py-Datei**" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po index 39e24dd8fb..f54e7509b8 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,8 +38,8 @@ msgid "" "This guide assumes the reader knows how to create C++ modules and Godot data " "types. If not, refer to this guide: :ref:`doc_custom_modules_in_cpp`" msgstr "" -"Dieser Leitfaden setzt voraus, dass der Leser weiß, wie man C++-Module und " -"Godot-Datentypen erstellt. Falls nicht, lesen Sie diesen Leitfaden: :ref:" +"Diese Anleitung setzt voraus, dass der Leser weiß, wie man C++-Module und " +"Godot-Datentypen erstellt. Falls nicht, lesen Sie diese Anleitung: :ref:" "`doc_custom_modules_in_cpp`" msgid "References" @@ -197,7 +197,7 @@ msgstr "" "Inhalt und legen Sie sie im Stammverzeichnis des Projekts ab:" msgid "Then attach the following script to any node::" -msgstr "Anschließend fügen Sie die folgenden beiden Funktionen hinzu:" +msgstr "Anschließend fügen Sie die folgenden beiden Funktionen hinzu::" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po index acfe32da15..8c8005f967 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po index f1b704cc97..3a13a73fcd 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po index bef4ad54e0..beafa38ecb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po index 32dc0a3e94..3fd238f8e0 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -383,9 +383,22 @@ msgstr "" msgid "**Vulkan context creation:**" msgstr "**Vulkan Kontexterstellung:**" +#, fuzzy msgid "" "`drivers/vulkan/vulkan_context.cpp `__" +msgstr "" +"`drivers/vulkan/vulkan_context.cpp `__" + +#, fuzzy +msgid "**Direct3D 12 context creation:**" +msgstr "**Vulkan Kontexterstellung:**" + +#, fuzzy +msgid "" +"`drivers/d3d12/d3d12_context.cpp `__" msgstr "" "`drivers/vulkan/vulkan_context.cpp `__" @@ -426,13 +439,14 @@ msgstr "" "empfehlenswert ist, die Grundlagen der Sprache zu kennen, um die Fehlersuche " "zu erleichtern." +#, fuzzy msgid "" -"**As of May 2023, this driver is still in development and is not merged in " -"Godot 4.0 or the master branch.** While Direct3D 12 allows supporting " -"Direct3D-exclusive features on Windows 11 such as windowed optimizations and " -"Auto HDR, Vulkan is still recommended for most projects. See the `pull " -"request that introduced Direct3D 12 support `__ for more information." +"**This driver is still experimental and only available in Godot 4.3 and " +"later.** While Direct3D 12 allows supporting Direct3D-exclusive features on " +"Windows 11 such as windowed optimizations and Auto HDR, Vulkan is still " +"recommended for most projects. See the `pull request that introduced " +"Direct3D 12 support `__ for " +"more information." msgstr "" "**Mit Stand vom Mai 2023 befindet sich dieser Treiber noch in der " "Entwicklung und ist nicht in Godot 4.0 oder den Master-Branch gemergt.** " @@ -585,9 +599,24 @@ msgstr "" msgid "**Vulkan RenderingDevice implementation:**" msgstr "**Vulkan RenderingDevice-Implementierung:**" +#, fuzzy msgid "" +"`drivers/vulkan/rendering_device_driver_vulkan.cpp `__" +msgstr "" "`drivers/vulkan/rendering_device_vulkan.cpp `__" + +#, fuzzy +msgid "**Direct3D 12 RenderingDevice implementation:**" +msgstr "**Vulkan RenderingDevice-Implementierung:**" + +#, fuzzy +msgid "" +"`drivers/d3d12/rendering_device_driver_d3d12.cpp `__" msgstr "" "`drivers/vulkan/rendering_device_vulkan.cpp `__" @@ -602,9 +631,10 @@ msgstr "" "Dieses Diagramm zeigt die Struktur der Rendering-Klassen in Godot, " "einschließlich der RenderingDevice-Abstraktion:" +#, fuzzy msgid "" -"`View at full size `__" msgstr "" "`In voller Größe anzeigen `__" msgstr "" @@ -735,9 +766,10 @@ msgstr "" "servers/rendering/renderer_rd/shaders/forward_clustered/" "scene_forward_clustered.glsl>`__" +#, fuzzy msgid "" "Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/" -"scene_forward_mobile.glsl `__" msgstr "" @@ -746,9 +778,10 @@ msgstr "" "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile." "glsl>`__" +#, fuzzy msgid "" "Compatibility: `drivers/gles3/shaders/scene.glsl `__" +"godotengine/godot/blob/4.2/drivers/gles3/shaders/scene.glsl>`__" msgstr "" "Kompatibilität: `drivers/gles3/shaders/scene.glsl `__" @@ -756,8 +789,9 @@ msgstr "" msgid "**Material shader generation:**" msgstr "**Material-Shader-Generierung:**" +#, fuzzy msgid "" -"`scene/resources/material.cpp `__" msgstr "" "`scene/resources/material.cpp `__" +"godot/blob/4.2/servers/rendering/renderer_rd/shaders/>`__" msgstr "" "`servers/rendering/renderer_rd/shaders/ `__" +#, fuzzy msgid "" -"`modules/lightmapper_rd/ `__" msgstr "" "`modules/lightmapper_rd/ `__" msgstr "" "`drivers/gles3/shaders/ `__" msgstr "" "`servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp " "`__" +msgid "**FSR 1.0:**" +msgstr "" + +#, fuzzy +msgid "" +"`servers/rendering/renderer_rd/effects/fsr.cpp `__" +msgstr "" +"`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" + +#, fuzzy +msgid "" +"`thirdparty/amd-fsr/ `__" +msgstr "" +"`Android `__" + msgid "2D rendering techniques" msgstr "2D-Rendering-Techniken" @@ -925,14 +983,15 @@ msgstr "" msgid "**2D SDF generation GLSL shader:**" msgstr "**2D-SDF-GLSL-Shader:**" +#, fuzzy msgid "" -"`https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/" -"shaders/canvas_sdf.glsl `__" msgstr "" -"`https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/" -"shaders/canvas_sdf.glsl `__" +"`servers/rendering/renderer_rd/shaders/effects/ssao.glsl `__" msgid "3D rendering techniques" msgstr "3D-Rendering-Techniken" @@ -1037,7 +1096,7 @@ msgstr "" "Forward+ Backend verwendet." msgid "Shadow mapping" -msgstr "Shadow Mapping" +msgstr "Shadow-Mapping" msgid "" "Both Forward+ and Forward Mobile methods use :abbr:`PCF (Percentage Closer " @@ -1045,9 +1104,9 @@ msgid "" "using a fixed PCF pattern, these methods use a vogel disk pattern which " "allows for changing the number of samples and smoothly changing the quality." msgstr "" -"Sowohl Forward+ als auch Forward Mobile verwenden PCF (Percentage Closer " -"Filtering), um Shadow Maps zu filtern und einen weichen Halbschatten zu " -"erzeugen. Anstelle eines festen PCF-Musters verwenden diese Methoden ein " +"Sowohl Forward+ als auch Forward Mobile verwenden :abbr:`PCF (Percentage " +"Closer Filtering)`, um Shadow Maps zu filtern und einen weichen Halbschatten " +"zu erzeugen. Anstelle eines festen PCF-Musters verwenden diese Methoden ein " "Vogel-Disk-Muster, das es ermöglicht, die Anzahl der Samples zu ändern und " "die Qualität stufenlos zu verändern." @@ -1117,25 +1176,55 @@ msgstr "" "Farbpuffer gespeichert." msgid "" -"Using `FSR 2.0 `__ " -"instead of a custom TAA implementation is planned in a future release." +"Alternatively, FSR 2.2 can be used as an upscaling solution that also " +"provides its own temporal antialiasing algorithm. FSR 2.2 is implemented on " +"top of the RenderingDevice abstraction as opposed to using AMD's reference " +"code directly." msgstr "" -"Die Verwendung von `FSR 2.0 `__ anstelle einer eigenen TAA-Implementierung ist für ein zukünftiges " -"Release geplant." msgid "**TAA resolve:**" msgstr "**TAA-Resolve:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl `__" +msgid "**FSR 2.2:**" +msgstr "" + +#, fuzzy +msgid "" +"`servers/rendering/renderer_rd/effects/fsr2.cpp `__" +msgstr "" +"`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" + +#, fuzzy +msgid "" +"`servers/rendering/renderer_rd/shaders/effects/fsr2/ `__" +msgstr "" +"`servers/rendering/renderer_rd/shaders/effects/ssao.glsl `__" + +#, fuzzy +msgid "" +"`thirdparty/amd-fsr2/ `__" +msgstr "" +"`Android `__" + msgid "Global illumination" msgstr "Global Illumination" @@ -1185,25 +1274,28 @@ msgstr "" msgid "**Core GI C++ code:**" msgstr "**C++-Code für Core GI:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/environment/gi.cpp `__" msgstr "" "`servers/rendering/renderer_rd/environment/gi.cpp `__" +#, fuzzy msgid "" -"`scene/3d/voxel_gi.cpp `__ - VoxelGI node" msgstr "" "`scene/3d/voxel_gi.cpp `__ - VoxelGI-Node" +#, fuzzy msgid "" "`editor/plugins/voxel_gi_editor_plugin.cpp `__ - Editor UI for " +"godot/blob/4.2/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for " "the VoxelGI node" msgstr "" "`editor/plugins/voxel_gi_editor_plugin.cpp `__" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl " -"`__ - VoxelGI debug draw mode" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl " "`__ - VoxelGI Debug Zeichenmodus" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl `__ - SDFGI Cascades debug draw mode" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl `__ - SDFGI Cascades Debug Zeichenmodus" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl " -"`__ - SDFGI Probes debug draw " "mode" msgstr "" @@ -1251,27 +1347,30 @@ msgstr "" "shaders/environment/sdfgi_debug_probes.glsl>`__ - SDFGI Probes Debug " "Zeichenmodus" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl " "`__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl " "`__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl " @@ -1281,32 +1380,36 @@ msgstr "" msgid "**Lightmapper C++ code:**" msgstr "**C++-Code für Lightmapper:**" +#, fuzzy msgid "" -"`scene/3d/lightmap_gi.cpp `__ - LightmapGI node" msgstr "" "`scene/3d/lightmap_gi.cpp `__ - LightmapGI-Node" +#, fuzzy msgid "" "`editor/plugins/lightmap_gi_editor_plugin.cpp `__ " +"godotengine/godot/blob/4.2/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ " "- Editor UI for the LightmapGI node" msgstr "" "`editor/plugins/lightmap_gi_editor_plugin.cpp `__ " "- Editor UI für den LightmapGI-Node" +#, fuzzy msgid "" -"`scene/3d/lightmapper.cpp `__ - Abstract class" msgstr "" "`scene/3d/lightmapper.cpp `__ - abstrakte Klasse" +#, fuzzy msgid "" "`modules/lightmapper_rd/lightmapper_rd.cpp `__ - GPU-based " +"godot/blob/4.2/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based " "lightmapper implementation" msgstr "" "`modules/lightmapper_rd/lightmapper_rd.cpp `__" +"blob/4.2/modules/lightmapper_rd/lm_raster.glsl>`__" msgstr "" "`modules/lightmapper_rd/lm_raster.glsl `__" +#, fuzzy msgid "" "`modules/lightmapper_rd/lm_compute.glsl `__" +"godot/blob/4.2/modules/lightmapper_rd/lm_compute.glsl>`__" msgstr "" "`modules/lightmapper_rd/lm_compute.glsl `__" +#, fuzzy msgid "" "`modules/lightmapper_rd/lm_blendseams.glsl `__" +"godot/blob/4.2/modules/lightmapper_rd/lm_blendseams.glsl>`__" msgstr "" "`modules/lightmapper_rd/lm_blendseams.glsl `__" @@ -1374,9 +1480,10 @@ msgstr "" msgid "**Depth of field C++ code:**" msgstr "**C++-Code zu Schärfentiefe:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/effects/bokeh_dof.cpp `__" msgstr "" "`servers/rendering/renderer_rd/effects/bokeh_dof.cpp `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl " @@ -1450,9 +1559,10 @@ msgstr "" msgid "**Screen-space effects C++ code:**" msgstr "**C++-Code für Screen Space-Effekte:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" msgstr "" "`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssao.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl " @@ -1501,36 +1615,40 @@ msgstr "" msgid "**Screen-space indirect lighting GLSL shader:**" msgstr "**GSL-Shader für Screen Space Indirect Lighting:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssil.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl " @@ -1540,28 +1658,31 @@ msgstr "" msgid "**Screen-space reflections GLSL shader:**" msgstr "**GLSL-Shader für Screen Space Reflections:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl " "`__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale." -"glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale." "glsl `__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/" "screen_space_reflection_filter.glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/" @@ -1572,9 +1693,10 @@ msgstr "" msgid "**Subsurface scattering GLSL:**" msgstr "**GLSL mit Subsurface Scattering:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl " -"`__" msgstr "" "`servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl " @@ -1619,17 +1741,19 @@ msgstr "" msgid "**Sky rendering C++ code:**" msgstr "**C++-Code für Himmelsrendering:**" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/environment/sky.cpp `__ - Sky rendering" msgstr "" "`servers/rendering/renderer_rd/environment/sky.cpp `__ - Himmelsrendering" +#, fuzzy msgid "" -"`scene/resources/sky.cpp `__ - Sky resource (not to be confused with sky " "rendering)" msgstr "" @@ -1637,9 +1761,10 @@ msgstr "" "scene/resources/sky.cpp>`__ - Himmelsressource (nicht zu verwechseln mit " "Himmelsrendering)" +#, fuzzy msgid "" "`scene/resources/sky_material.cpp `__ SkyMaterial resources (used in " +"blob/4.2/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in " "the Sky resource)" msgstr "" "`scene/resources/sky_material.cpp `__ - General volumetric fog" msgstr "" "`servers/rendering/renderer_rd/environment/fog.cpp `__ - Allgemeiner volumetrischer Nebel" +#, fuzzy msgid "" -"`scene/3d/fog_volume.cpp `__ - FogVolume node" msgstr "" "`scene/3d/fog_volume.cpp `__ - FogVolume-Node" +#, fuzzy msgid "" "`scene/resources/fog_material.cpp `__ - FogMaterial resource (used " +"blob/4.2/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used " "by FogVolume)" msgstr "" "`scene/resources/fog_material.cpp `__" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl " "`__" +#, fuzzy msgid "" "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process." -"glsl `__" msgstr "" "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process." @@ -1826,16 +1956,18 @@ msgstr "" msgid "**Occlusion culling C++ code:**" msgstr "**C++-Code für Occlusion-Culling:**" +#, fuzzy msgid "" "`scene/3d/occluder_instance_3d.cpp `__" +"blob/4.2/scene/3d/occluder_instance_3d.cpp>`__" msgstr "" "`scene/3d/occluder_instance_3d.cpp `__" +#, fuzzy msgid "" "`servers/rendering/renderer_scene_occlusion_cull.cpp `__" msgstr "" "`servers/rendering/renderer_scene_occlusion_cull.cpp `__" +"godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__" msgstr "" "`servers/rendering/renderer_scene_cull.cpp `__" @@ -1932,9 +2065,10 @@ msgstr "" msgid "**Mesh LOD generation on import C++ code:**" msgstr "**C++-Code zu Mesh LOD-Erzeugung bei Import:**" +#, fuzzy msgid "" "`scene/resources/importer_mesh.cpp `__" +"blob/4.2/scene/resources/importer_mesh.cpp>`__" msgstr "" "`scene/resources/importer_mesh.cpp `__" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po index 909f4e9f5f..ef14235307 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -102,11 +102,18 @@ msgstr "" "In ``_bind_methods`` gibt es ein paar Dinge, die getan werden können. Das " "Registrieren von Funktionen ist eines davon:" -msgid "Default values for arguments can be passed in reverse order:" +#, fuzzy +msgid "Default values for arguments can be passed as parameters at the end:" msgstr "" "Default-Werte für Argumente können in umgekehrter Reihenfolge übergeben " "werden:" +msgid "" +"Default values must be provided in the same order as they are declared, " +"skipping required arguments and then providing default values for the " +"optional ones. This matches the syntax for declaring methods in C++." +msgstr "" + msgid "" "``D_METHOD`` is a macro that converts \"methodname\" to a StringName for " "more efficiency. Argument names are used for introspection, but when " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po index 50e5a49880..e8bac6e904 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "" "Tests can only be run with editor ``tools`` enabled, which means that export " "templates cannot be tested currently." msgstr "" -"Tests können nur mit aktivierten Editor-Tools durchgeführt werden, was " +"Tests können nur mit aktivierten Editor-``Tools`` durchgeführt werden, was " "bedeutet, dass Exportvorlagen derzeit nicht getestet werden können." msgid "Running tests" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po index 4b86d299bd..93aa68560d 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po index 87a14abce8..40159b0d3a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -71,8 +71,8 @@ msgid "" "features. Instead, your code must be able to be built with a C++14 compiler." msgstr "" "Vor Godot 4.0 galt in der gesamten Codebasis der C++03-Standard, mit einer " -"Handvoll C++14-Erweiterungen. Wenn Sie einen Pull Request für den \"3.x\"-" -"Branch und nicht für den \"master\"-Branch einreichen, darf Ihr Code keine C+" +"Handvoll C++14-Erweiterungen. Wenn Sie einen Pull Request für den `3.x`-" +"Branch und nicht für den `master`-Branch einreichen, darf Ihr Code keine C+" "+17-Features verwenden. Stattdessen muss Ihr Code mit einem C++14-Compiler " "erstellt werden können." diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po index ec5395bdc2..deead7406f 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po index d5d17a6def..fb77718ccb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po index acccc17548..ddc2b845a4 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po index 7debd1ede2..bb2182655c 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po index e81eb0edc1..827b423da7 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po index 77aba3c47e..3eab804a46 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po index ee86d8a0e9..71a6435fb3 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po index dc2c7861c0..75234d0f52 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po index aca45f58ba..7b7f037dd0 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po index 1e4435ec20..aa402e4000 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po index cd3328ea17..3d692acd80 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po index e05f4acad3..e1d3527484 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po index d648bc194a..ee13d10640 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/index.po index 6972a349ce..ff56d3f99d 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po index 6df8101d1f..dac53666a5 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po index ebe7af4628..ed8de34b1f 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -152,7 +152,7 @@ msgid "" msgstr "" "Alternativ dazu können Sie Godot kompilieren und die geänderte Seite in der " "eingebauten Code-Referenz öffnen. Um zu erfahren, wie man die Engine " -"kompiliert, lesen Sie den :ref:`Kompilier-Leitfaden `." +"kompiliert, lesen Sie den :ref:`Kompilier-Anleitung `." msgid "" "We recommend using a code editor that supports XML files like Vim, Atom, " @@ -368,7 +368,7 @@ msgid "``[kbd]`` ``[/kbd]``" msgstr "``[kbd]`` ``[/kbd]``" msgid "Keyboard/mouse shortcut" -msgstr "Tastatur/Maus Kürzel" +msgstr "Tasten/Maus-Kürzel" msgid "``Some [kbd]Ctrl + C[/kbd] key.``" msgstr "``Some [kbd]Ctrl + C[/kbd] key.``" @@ -398,7 +398,7 @@ msgid "Multiline preformatted block" msgstr "Mehrzeiliger vorformatierter Block" msgid "*See below.*" -msgstr "*siehe unten*" +msgstr "*Siehe unten*" msgid "``[codeblocks]`` ``[/codeblocks]``" msgstr "``[codeblocks]`` ``[/codeblocks]``" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po index 1b8d498ad0..4fbaf9d699 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po index 9e7fd8fb39..6af15b144e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,7 +24,7 @@ msgid "" "This guide explains how to contribute to Godot's documentation, be it by " "writing or reviewing pages." msgstr "" -"In diesem Leitfaden wird erklärt, wie Sie zur Godot-Dokumentation beitragen " +"In dieser Anleitung wird erklärt, wie Sie zur Godot-Dokumentation beitragen " "können, sei es durch das Schreiben oder Überprüfen von Seiten." msgid "" @@ -372,7 +372,7 @@ msgid "" "markup:" msgstr "" "Ziehen Sie in Erwägung, das Repository `godot-docs-project-starters `_ für die Bereitstellung " +"github.com/godotengine/godot-docs-project-starters>` für die Bereitstellung " "von Support-Materialien wie Projektvorlagen und Asset Packs zu verwenden. " "Sie können einen direkten Link zu dem generierten Archiv aus diesem " "Repository mit dem regulären Link-Markup verwenden:" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po index e4efce7a75..d8b4c02413 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po index da7b211075..77c4001846 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -519,7 +519,7 @@ msgstr "" "In der Klassenreferenz umgeben Sie Argumente immer mit ``[code][/code]``. In " "der Dokumentation und in Godot wird es dann ``so`` angezeigt. Wenn Sie XML-" "Dateien im Godot-Repository bearbeiten, ersetzen Sie vorhandene Argumente, " -"die 'so' oder \\'so\\' geschrieben sind, durch ``[code]so[/code]``." +"die 'so' oder \\`so\\` geschrieben sind, durch ``[code]so[/code]``." msgid "Common vocabulary to use in Godot's documentation" msgstr "Allgemeines Vokabular für die Godot-Dokumentation" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po index 1444019267..6779df3ada 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -501,7 +501,7 @@ msgid "" msgstr "" "Die Dokumentationsübersetzungen stammen aus reStructuredText (RST)-Dateien, " "die auch ihre eigene Markup-Syntax verwenden, um Text zu formatieren, " -"interne und externe Links zu erstellen usw. Hier einige Beispiele:" +"interne und externe Links zu erstellen usw. Hier einige Beispiele::" msgid "" "See Sphinx's `reStructured Text primer `__)." msgstr "" "Benennen Sie die PO-Datei für die Editorübersetzung in ``.po`` um (z." -"B. ``de.po`` für Deutsch) und legen Sie sie im Ordner ``editor/translations/" -"`` ab (`GitHub `__)." +"B. ``eo.po`` für Esperanto) und legen Sie sie im Ordner ``editor/" +"translations/`` ab (`GitHub `__)." msgid "" "You can also test class reference changes the same way by renaming the PO " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po index 949f5999fa..64fdbd55d1 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po index 82a8d60e7c..95d9bd2d34 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -175,7 +175,7 @@ msgid "" msgstr "" "Sie können sich die Implementierung der Methoden im Quellcode von Godot auf " "GitHub ansehen. Wenn Sie Zweifel haben, können Sie auf der `Q&A Website " -"`_ und im `Godot Mitwirkenden-Chat `_ und im `Godot Mitwirkenden-Chat `_ fragen." msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/ways_to_contribute.po b/sphinx/po/de/LC_MESSAGES/contributing/ways_to_contribute.po index 5c44c3c191..960bca258e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/ways_to_contribute.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/ways_to_contribute.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -248,11 +248,10 @@ msgstr "" "Um sicherzustellen, dass Ihre Zeit und Mühe nicht umsonst sind, wird " "empfohlen, die Idee zunächst prüfen zu lassen, bevor Sie sie umsetzen und " "als PR zum Review stellen. Zu diesem Zweck verfügt Godot über ein " -"\"Vorschlagssystem \". " -"Dessen Nutzung wird empfohlen, um Änderungen zu planen und sie mit der " -"Community zu diskutieren. Implementierungsdetails können auch mit anderen " -"Mitwirkenden im `Godot-Mitwirkenden-Chat `_ " -"diskutiert werden." +"`Vorschlagssystem `_. Dessen " +"Nutzung wird empfohlen, um Änderungen zu planen und sie mit der Community zu " +"diskutieren. Implementierungsdetails können auch mit anderen Mitwirkenden im " +"`Godot-Mitwirkenden-Chat `_ diskutiert werden." msgid "" "Proposals are only required when working on an enhancement or a new feature. " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po index 059cd8e778..37676d0bdc 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -253,7 +253,7 @@ msgid "" "Godot versions will output binaries with different names." msgstr "" ":ref:`Überprüfen Sie den Namen der Ausgabedatei " -"`` in ``bin/``, um " +"` in ``bin/``, um " "sicherzustellen, dass Sie tatsächlich die Binärdatei ausführen, die Sie " "gerade kompiliert haben. Verschiedene Godot-Versionen werden Binärdateien " "mit unterschiedlichen Namen erzeugen." diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po index c0fd7e0505..89eb274bd8 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -444,7 +444,7 @@ msgid "" "In the `documentation repository `__, we use the following labels:" msgstr "" -"Im `Dokumentations-Repository `_ " +"Im `Dokumentations-Repository `__ " "verwenden wir die folgenden Labels:" msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po index ee1e7a4353..da757b662c 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po index 8989920870..a456b6b851 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -516,7 +516,7 @@ msgstr "Der Stil der Header-Includes beachtet wird." msgid "Identifiers use ``snake_case`` and follow our naming conventions." msgstr "" -"Bezeichner \"snake_case\" verwenden und unseren Namenskonventionen folgen." +"Bezeichner ``snake_case`` verwenden und unseren Namenskonventionen folgen." msgid "" "Method parameters start with ``p_*`` or ``r_*`` (if they are used to return " diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po index 5062411c0f..f5edb04a6f 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -115,7 +115,7 @@ msgstr "" "Philosophie des Tools und die verschiedenen Befehle, die Sie in Ihrem " "täglichen Arbeitsablauf beherrschen müssen. Sie können sie online auf der " "Website von `Git SCM `_ lesen. Sie können " -"auch den `interaktiven Leitfaden von GitHub `__ " +"auch die `interaktiven Anleitung von GitHub `__ " "ausprobieren." msgid "The branches on the Git repository are organized as follows:" @@ -729,12 +729,13 @@ msgstr "" msgid "The interactive rebase" msgstr "Das interaktive Rebase" +#, fuzzy msgid "" "If you didn't follow the above steps closely to *amend* changes into a " "commit instead of creating fixup commits, or if you authored your changes " "without being aware of our workflow and Git usage tips, reviewers might " -"request of your to *rebase* your branch to *squash* some or all of the " -"commits into one." +"request you to *rebase* your branch to *squash* some or all of the commits " +"into one." msgstr "" "Wenn Sie die obigen Schritte nicht genau befolgt haben, um Änderungen in " "einen Commit per *amend* anzuhängen, anstatt Fixup-Commits zu erstellen, " @@ -788,7 +789,7 @@ msgstr "" "Sie können zwar eine beliebige Commit-ID an ``git rebase -i`` übergeben und " "alles, was dazwischen liegt, reviewen, aber der gängigste und bequemste " "Workflow beinhaltet das Rebasen auf den Upstream-Branch ``master``, was Sie " -"mit ``rebase`` machen können:" +"wie folgt machen können:" msgid "" "Referencing branches in Git is a bit tricky due to the distinction between " @@ -871,8 +872,9 @@ msgstr "" "Sie versuchen, zu Ihrem Remote-Branch zu pushen, wird dies einen Fehler " "auslösen:" +#, fuzzy msgid "" -"This is a sane behavior, Git will not let you push changes that would " +"This is reasonable behavior, Git will not let you push changes that would " "override remote content. But that's actually what we want to do here, so we " "will have to *force* it:" msgstr "" @@ -890,6 +892,37 @@ msgstr "" "indem Sie ``git log`` benutzen). Dies wird auch die PRs entsprechend " "aktualisieren." +msgid "Rebasing onto another branch" +msgstr "" + +msgid "" +"If you have accidentally opened your PR on the wrong branch, or need to " +"target another branch for some reason, you might need to filter out a lot of " +"commits that differ between the old branch (for example ``4.2``) and the new " +"branch (for example ``master``). This can make rebasing difficult and " +"tedious. Fortunately ``git`` has a command just for this situation, ``git " +"rebase --onto``." +msgstr "" + +msgid "" +"If your PR was created from the ``4.2`` branch and you want to update it to " +"instead start at ``master`` the following steps *should* fix this in one " +"step:" +msgstr "" + +msgid "" +"This will take all the commits on your branch *after* the ``4.2`` branch, " +"and then splice them on top of ``master``, ignoring any commits from the " +"``4.2`` branch not on the ``master`` branch. You may still need to do some " +"fixing, but this command should save you a lot of tedious work removing " +"commits." +msgstr "" + +msgid "" +"Just like above for the interactive rebase you need to force push your " +"branch to handle the different changes:" +msgstr "" + msgid "Deleting a Git branch" msgstr "Löschen eines Git-Branchs" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po index e978085e9f..9b5e1e2dfb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po index e02cbd029f..6cc2b80fbd 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Setting up the project" -msgstr "Das Projekt einrichten" +msgstr "Einrichten des Projekts" msgid "In this short first part, we'll set up and organize the project." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po index 481342c0f6..e642520232 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,9 +97,8 @@ msgid "" "**GDScript**: Classes (nodes) use PascalCase, variables and functions use " "snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" -"**GDScript**: Klassen (Nodes) nutzen ``PascalCase``, Variablen und " -"Funktionen ``snake_case`` und Konstanten ``ALL_CAPS`` (Siehe :ref:" -"`doc_gdscript_styleguide`)." +"**GDScript**: Klassen (Nodes) nutzen PascalCase, Variablen und Funktionen " +"snake_case und Konstanten ALL_CAPS (Siehe :ref:`doc_gdscript_styleguide`)." msgid "" "**C#**: Classes, export variables and methods use PascalCase, private fields " @@ -107,10 +106,10 @@ msgid "" "`doc_c_sharp_styleguide`). Be careful to type the method names precisely " "when connecting signals." msgstr "" -"**C#**: Klassen, Exportvariablen und Methoden ``PascalCase``, private Felder " -"``_camelCase``, lokale Variablen und Parameter verwenden ``camelCase`` " -"(Siehe :ref:`doc_c_sharp_styleguide`). Beachten Sie die genaue Schreibweise, " -"wenn Sie Signale einbinden möchten." +"**C#**: Klassen, Exportvariablen und Methoden PascalCase, private Felder " +"_camelCase, lokale Variablen und Parameter verwenden camelCase (Siehe :ref:" +"`doc_c_sharp_styleguide`). Beachten Sie die genaue Schreibweise, wenn Sie " +"Signale einbinden möchten." msgid "Sprite animation" msgstr "Sprite-Animation" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po index 7724044991..3115ade853 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -48,7 +48,7 @@ msgid "" "the `language` drop down menu before hitting create." msgstr "" "Wenn Sie ein C#-Skript oder andere Sprachen verwenden wollen, wählen Sie die " -"Sprache aus dem Dropdown-Menü \"Sprache\", bevor Sie auf Erstellen klicken." +"Sprache aus dem Dropdown-Menü `Sprache`, bevor Sie auf Erstellen klicken." msgid "" "If this is your first time encountering GDScript, please read :ref:" @@ -283,9 +283,9 @@ msgid "" msgstr "" "Jetzt, da wir eine Bewegungsrichtung haben, können wir die Position des " "Spielers aktualisieren und mit ``clamp()`` verhindern, dass er den " -"Bildschirm verlässt. ``clamp()`` beschränkt dabei einen Wert auf einen " -"angegebenen Bereich. Am Ende der ``_process`` Funktion fügen wir also " -"folgendes hinzufügen:" +"Bildschirm verlässt. Clamping beschränkt einen Wert auf einen angegebenen " +"Bereich. Am Ende der ``_process`` Funktion fügen wir also folgendes hinzu " +"(stellen Sie sicher, dass es unter dem `else` nicht eingerückt ist):" msgid "" "The `delta` parameter in the `_process()` function refers to the *frame " @@ -293,7 +293,7 @@ msgid "" "this value ensures that your movement will remain consistent even if the " "frame rate changes." msgstr "" -"Der Parameter `delta` in der Funktion `__process ()` bezieht sich auf die " +"Der Parameter `delta` in der Funktion `_process ()` bezieht sich auf die " "*Frame-Länge* - die Zeit, die der vorherige Frame für die Fertigstellung " "benötigt hat. Durch die Verwendung dieses Werts wird sichergestellt, dass " "Ihre Bewegung auch dann konstant bleibt, wenn sich die Bildrate ändert." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po index 61d0291b2a..5e24dc4ddc 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,8 +65,9 @@ msgstr "" "Vergessen Sie nicht, die Child-Objekte so einzustellen, dass sie nicht " "ausgewählt werden können, wie Sie es bei der Player-Szene getan haben." +#, fuzzy msgid "" -"Select the ``Mob`` node and set it's ``Gravity Scale`` property in the :ref:" +"Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" "`RigidBody2D ` section of the inspector to ``0``. This " "will prevent the mob from falling downwards." msgstr "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po index 21f3c953be..54b88186f1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -283,7 +283,7 @@ msgid "" "``new_game`` call to ``_ready()``:" msgstr "" "Testen wir die Szene, um sicherzustellen, dass alles funktioniert. Fügen Sie " -"diesen ``new_game()`` Aufruf zu ``_ready()`` hinzu:" +"diesen ``new_game``-Aufruf zu ``_ready()`` hinzu:" msgid "" "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs " @@ -310,9 +310,10 @@ msgstr "" "Sie sollten jetzt den Spieler bewegen können, spawnende Mobs sehen und den " "Spieler verschwinden sehen, wenn er von einem Mob getroffen wird." +#, fuzzy msgid "" "When you're sure everything is working, remove the call to ``new_game()`` " -"from ``_ready()``." +"from ``_ready()`` and replace it with ``pass``." msgstr "" "Wenn Sie sicher sind, dass alles läuft, löschen Sie den Funktionsaufruf " "``new_game()`` von ``_ready()``." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po index 8c5bcbd2ff..125cf29372 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -96,7 +96,7 @@ msgstr "" "im Inspektor ein. Die Default-Schriftart für ``Control``-Nodes ist klein und " "lässt sich nicht gut skalieren. In den Spiel-Assets ist eine Schriftdatei " "namens \"Xolonium-Regular.ttf\" enthalten. Um diese Schriftart zu verwenden, " -"gehen Sie für jeden der drei ``Control``-Nodes wie folgt vor:" +"gehen Sie wie folgt vor:" msgid "" "Under \"Theme Overrides > Fonts\", choose \"Load\" and select the \"Xolonium-" @@ -244,9 +244,10 @@ msgstr "" "Fügen Sie den folgenden Code in ``HUD`` ein, um den Spielstand zu " "aktualisieren" +#, fuzzy msgid "" -"Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` " -"signal of ``StartButton``, and add the following code to the new functions:" +"Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` " +"signal of ``MessageTimer``, and add the following code to the new functions:" msgstr "" "Verbinden Sie das ``timeout()`` Signal von ``MessageTimer`` und das " "``pressed()`` Signal von ``StartButton``, und fügen Sie den folgenden Code " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po index 9c174185b6..8d257418ba 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -94,8 +94,8 @@ msgstr "" "Alle Audiodateien stellen beim Import die Einstellung ``Schleife`` " "automatisch auf \"Aus\". Wenn Sie möchten, dass die Musik in einer " "Endlosschleife läuft, klicken Sie auf den Pfeil neben der Stream-Datei, " -"wählen Sie \"Einzigartig machen\", klicken Sie dann auf die Stream-Datei und " -"aktivieren Sie die Option \"Schleife\"." +"wählen Sie ``Einzigartig machen``, klicken Sie dann auf die Stream-Datei und " +"aktivieren Sie die Option ``Schleife``." msgid "" "To play the music, add ``$Music.play()`` in the ``new_game()`` function and " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po index 1c249cd5f8..f05e313db3 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,9 +25,10 @@ msgid "" "game with Godot. By the end of the series, you will have a simple yet " "complete game of your own, like the image below." msgstr "" -"In dieser Reihe von Schritt-für-Schritt-Tutorials werden Sie Ihr erstes " -"komplettes 2D-Spiel mit Godot entwickeln. Am Ende der Reihe haben Sie dann " -"ein einfaches, aber vollständiges Spiel, ähnlich dem unten angezeigten Bild." +"In dieser Artikelreihe von Schritt-für-Schritt-Tutorials werden Sie Ihr " +"erstes komplettes 2D-Spiel mit Godot entwickeln. Am Ende der Reihe haben Sie " +"dann ein einfaches, aber vollständiges Spiel, ähnlich dem unten angezeigten " +"Bild." msgid "|image0|" msgstr "|image0|" @@ -84,8 +85,8 @@ msgid "" "You'll find another series where you'll create a similar game but in 3D. We " "recommend you to start with this one, though." msgstr "" -"Es gibt eine weitere Reihe, in der man ein ähnliches Spiel in 3D erstellen " -"kann. Wir empfehlen jedoch, mit dieser hier zu starten." +"Es gibt eine weitere Artikelreihe, in der man ein ähnliches Spiel in 3D " +"erstellen kann. Wir empfehlen jedoch, mit dieser hier zu starten." msgid "**Why start with 2D?**" msgstr "**Warum sollte man mit 2D beginnen?**" @@ -103,7 +104,10 @@ msgstr "" msgid "You can find a completed version of this project at this location:" msgstr "Eine vollständige Version dieses Projekts finden Sie unter:" -msgid "https://github.com/godotengine/godot-demo-projects" +#, fuzzy +msgid "" +"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" +"dodge_the_creeps" msgstr "https://github.com/godotengine/godot-demo-projects" msgid "Prerequisites" @@ -116,10 +120,11 @@ msgstr "" "Dieses Schritt-für-Schritt-Tutorial ist für Anfänger geeignet, die bereits :" "ref:`Getting Started ` abgehakt haben." +#, fuzzy msgid "" "If you're an experienced programmer, you can find the complete demo's source " -"code here: `Godot demo projects `__." +"code here: `Dodge the Creeps source code `__." msgstr "" "Wenn Sie ein erfahrener Programmierer sind, können Sie den vollständigen " "Quellcode der Demo hier finden: `Godot-Demoprojekte \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po index 766025e90d..c58df34199 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po index 54d9b5533d..e45f560190 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -142,33 +142,9 @@ msgstr "" "Null hat, was bedeutet, dass der Spieler also eine Richtungstaste drückt." msgid "" -"In this case, we also get the ``Pivot`` node and call its ``look_at()`` " -"method. This method takes a position in space to look at in global " -"coordinates and the up direction. In this case, we can use the ``Vector3." -"UP`` constant." +"We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " +"` that looks in the ``direction`` direction." msgstr "" -"In diesem Fall holen wir auch den ``Pivot``-Node und rufen dessen " -"``look_at()``-Methode auf. Diese Methode nimmt eine Position im Raum an, die " -"betrachtet werden soll und die Aufwärtsrichtung. In diesem Fall können wir " -"die Konstante ``Vector3.UP`` verwenden." - -msgid "" -"A node's local coordinates, like ``position``, are relative to their parent. " -"Global coordinates, like ``global_position`` are relative to the world's " -"main axes you can see in the viewport instead." -msgstr "" -"Die lokalen Koordinaten eines Nodes , wie z.B. ``Position``, sind relativ zu " -"ihrem Parent. Globale Koordinaten, wie ``global_position``, sind relativ zu " -"den Hauptachsen der Welt, die man im Viewport sehen kann." - -msgid "" -"In 3D, the property that contains a node's position is ``position``. By " -"adding the ``direction`` to it, we get a position to look at that's one " -"meter away from the ``Player``." -msgstr "" -"In 3D ist die Eigenschaft, in der die Position eines Nodes steckt, " -"``position``. Durch Hinzufügen der ``direction`` erhalten wir eine Position, " -"die einen Meter vom ``Player`` entfernt ist." msgid "" "Then, we update the velocity. We have to calculate the ground velocity and " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po index 1e52d43458..9cff03da44 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -305,9 +305,9 @@ msgid "" "``Mob``." msgstr "" "Wir müssen die Mobs noch zerstören, wenn sie den Bildschirm verlassen. Um " -"dies zu tun, verbinden wir das \"screen_exited\"-Signal des :ref:" +"dies zu tun, verbinden wir das ``screen_exited``-Signal des :ref:" "`VisibleOnScreenNotifier3D `-Nodes mit dem " -"\"Mob\"." +"``Mob``." msgid "" "Head back to the 3D viewport by clicking on the *3D* label at the top of the " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po index 005d63bfb0..e34ed20b69 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -368,12 +368,13 @@ msgstr "|image18|" msgid "image18" msgstr "|image18|" +#, fuzzy msgid "" "To sample random positions on it, we need a :ref:`PathFollow3D " "` node. Add a :ref:`PathFollow3D ` " -"as a child of the ``Path3D``. Rename the two nodes to ``SpawnPath`` and " -"``SpawnLocation``, respectively. It's more descriptive of what we'll use " -"them for." +"as a child of the ``Path3D``. Rename the two nodes to ``SpawnLocation`` and " +"``SpawnPath``, respectively. It's more descriptive of what we'll use them " +"for." msgstr "" "Um zufällige Positionen auf dem Pfad zu bestimmen, brauchen wir einen :ref:" "`PathFollow3D `-Node. Fügen Sie einen :ref:`PathFollow3D " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po index 25d9ab6690..4446af64c2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -130,7 +130,7 @@ msgid "" "the *Collision* section. There, you can see the node's layers and masks as a " "grid of buttons." msgstr "" -"Wählen Sie in der *Main* Szene den *Ground*-Node. Erweitern Sie im " +"Wählen Sie in der *Main* Szene den ``Ground``-Node. Erweitern Sie im " "*Inspektor* den Abschnitt *Kollision*. Dort sehen Sie die Ebenen und Masken " "des Nodes als ein Raster von Buttons." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po index d0f6aeee00..22e0fec922 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po index a47b1e3708..8c8a702ec4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -155,9 +155,9 @@ msgid "" "creating and editing themes, see :ref:`doc_gui_skinning`." msgstr "" "Sie können in der Theme-Ressource mehr Eigenschaften hinzufügen, um komplexe " -"Benutzeroberflächen zu gestalten, aber das würde den Rahmen dieser Reihe " -"sprengen. Um mehr über das Erstellen und Bearbeiten von Themes zu erfahren, " -"siehe :ref:`doc_gui_skinning`." +"Benutzeroberflächen zu gestalten, aber das würde den Rahmen dieser " +"Artikelreihe sprengen. Um mehr über das Erstellen und Bearbeiten von Themes " +"zu erfahren, siehe :ref:`doc_gui_skinning`." msgid "" "This one expects a font file like the ones you have on your computer. Two " @@ -250,9 +250,9 @@ msgid "" "``ScoreLabel`` node will receive it and call the function " "``_on_mob_squashed()``." msgstr "" -"Diese Zeile bedeutet, dass der ``ScoreLabel``-Node das Signal " -"``_on_mob_squashed`` empfängt und die Funktion ``_on_mob_squashed()`` " -"aufruft, wenn der Mob das Signal aussendet." +"Diese Zeile bedeutet, dass wenn der Mob das ``squashed``-Signal sendet, der " +"``ScoreLabel``-Node es empfängt und die Funktion ``_on_mob_squashed()`` " +"aufruft." msgid "" "Head back to the ``ScoreLabel.gd`` script to define the " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po index 777f23c10b..b33d5f4cf1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po index 45420a489f..a19896a635 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -32,9 +32,9 @@ msgid "" "Hopefully, you've witnessed how intuitive Godot's scene system can be and " "learned a few tricks you can apply in your projects." msgstr "" -"In dieser Reihe haben wir eine breite Palette von Techniken und Editor-" -"Features vorgestellt. Hoffentlich haben Sie gesehen, wie intuitiv das Godot-" -"Szenensystem sein kann, und ein paar Tricks gelernt, die Sie bei Ihren " +"In dieser Artikelreihe haben wir eine breite Palette von Techniken und " +"Editor-Features vorgestellt. Hoffentlich haben Sie gesehen, wie intuitiv das " +"Godot-Szenensystem sein kann, und ein paar Tricks gelernt, die Sie bei Ihren " "Projekten anwenden können." msgid "" @@ -114,8 +114,8 @@ msgid "" "We hope you enjoyed this tutorial series, and we're looking forward to " "seeing what you achieve using Godot." msgstr "" -"Wir hoffen, dass Ihnen diese Tutorial-Reihe gefallen hat, und wir freuen uns " -"darauf, zu sehen, was Sie mit Godot erreichen." +"Wir hoffen, dass Ihnen diese Tutorial-Artikelreihe gefallen hat, und wir " +"freuen uns darauf, zu sehen, was Sie mit Godot erreichen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po index 83d09d6d0e..8478fd9492 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "" "game with Godot. By the end of the series, you will have a simple yet " "finished project of your own like the animated gif below." msgstr "" -"In dieser Schritt-für-Schritt-Tutorial-Reihe werden Sie Ihr erstes " +"In dieser Schritt-für-Schritt-Tutorial-Artikelreihe werden Sie Ihr erstes " "vollständiges 3D-Spiel mit Godot erstellen. Am Ende dieser Reihe werden Sie " "dann ein einfaches, aber fertiges Projekt wie das folgende animierte GIF " "haben." @@ -92,12 +92,12 @@ msgid "" "complete demo's source code here: `Squash the Creep source code `__." msgstr "" -"Dieses Tutorial ist für Anfänger gedacht, die aber die komplette Reihe " -"\"Erste Schritte\" durchlaufen haben. Wir fangen langsam mit detaillierten " -"Anweisungen an und kürzen sie, wenn wir ähnliche Schritte durchführen. Wenn " -"Sie ein erfahrener Programmierer sind, können Sie den kompletten Quellcode " -"der Demo hier einsehen: `Squash the Creep Quellcode `__." +"Dieses Tutorial ist für Anfänger gedacht, die aber die komplette " +"Artikelreihe \"Erste Schritte\" durchlaufen haben. Wir fangen langsam mit " +"detaillierten Anweisungen an und kürzen sie, wenn wir ähnliche Schritte " +"durchführen. Wenn Sie ein erfahrener Programmierer sind, können Sie den " +"kompletten Quellcode der Demo hier einsehen: `Squash the Creep Quellcode " +"`__." msgid "" "You can follow this series without having done the 2D one. However, if " @@ -105,10 +105,10 @@ msgid "" "code is always more complex and the 2D series will give you foundations to " "follow along more comfortably." msgstr "" -"Sie können dieser Reihe folgen, ohne die 2D-Reihe gemacht zu haben. Aber " -"wenn Sie Spielentwicklung gerade erst lernen, dann empfehlen wir Ihnen, mit " -"2D zu starten. Code für 3D Spiele ist komplexer und die 2D-Reihe wird Ihnen " -"Grundlagen vermitteln, denen man einfacher folgen kann." +"Sie können dieser Artikelreihe folgen, ohne die 2D-Reihe gemacht zu haben. " +"Aber wenn Sie Spielentwicklung gerade erst lernen, dann empfehlen wir Ihnen, " +"mit 2D zu starten. Code für 3D Spiele ist komplexer und die 2D-Reihe wird " +"Ihnen Grundlagen vermitteln, denen man einfacher folgen kann." msgid "" "We prepared some game assets so we can jump straight to the code. You can " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po index 012f7e4019..9aef0a5ccb 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -151,7 +151,7 @@ msgid "" "There are four main screen buttons centered at the top of the editor: 2D, " "3D, Script, and AssetLib." msgstr "" -"Im oberen Bereich des Editors befinden sich vier Buttons: 2D, 3D, Script und " +"Im oberen Bereich des Editors befinden sich vier Buttons: 2D, 3D, Skript und " "AssetLib." msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po index ab6a42389d..965ed1e0ee 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -130,7 +130,7 @@ msgstr "" "anbietet, die als Nodes bezeichnet werden und jeweils einen bestimmten Zweck " "haben. Nodes sind Teil eines Baums und erben immer von ihren Parents bis hin " "zur Klasse Node. Obwohl die Engine über einige Nodes verfügt, wie z.B. " -"Collision-Shapes, die von einem übergeordneten Physik-Bodies verwendet " +"Kollisions-Shapes, die von einem übergeordneten Physik-Bodies verwendet " "werden, arbeiten die meisten Nodes unabhängig voneinander." msgid "" @@ -167,7 +167,7 @@ msgid "" msgstr "" "Godot versucht, seine eigenen Tools zur Verfügung zu stellen, um die " "häufigsten Bedürfnisse zu erfüllen. Es verfügt über einen dedizierten " -"Scripting-Arbeitsbereich, einen Animations-Editor, einen Tilemap-Editor, " +"Skripting-Arbeitsbereich, einen Animations-Editor, einen Tilemap-Editor, " "einen Shader-Editor, einen Debugger, einen Profiler, die Fähigkeit, Hot-" "Reloads lokal und auf Remote-Geräten usw. durchzuführen." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po index 3f5c02460f..815c1de8ae 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,7 +24,8 @@ msgid "" "This series will introduce you to Godot and give you an overview of its " "features." msgstr "" -"Diese Reihe stellt Godot vor und gibt einen Überblick über Godots Features." +"Diese Artikelreihe stellt Godot vor und gibt einen Überblick über Godots " +"Features." msgid "" "In the following pages, you will get answers to questions such as \"Is Godot " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po index f7b0c8317b..3e3a03d99c 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -35,8 +35,8 @@ msgid "" "This is by no means an exhaustive overview. We will introduce many more " "features in this getting started series." msgstr "" -"Dies ist keineswegs ein kompletter Überblick. Wir werden in dieser Reihe " -"„Erste Schritte“ noch viele weitere Features vorstellen." +"Dies ist keineswegs ein kompletter Überblick. Wir werden in dieser " +"Artikelreihe „Erste Schritte“ noch viele weitere Features vorstellen." msgid "What is Godot?" msgstr "Was ist Godot?" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po index 9c59684068..8720bcd464 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -38,8 +38,8 @@ msgid "" msgstr "" "Das sind die vier Konzepte, die Sie hier lernen werden. Wir werden sie kurz " "betrachten, um Ihnen ein Gefühl dafür zu vermitteln, wie die Engine " -"funktioniert. In der Reihe „Erste Schritte“ werden Sie sie in der Praxis " -"anwenden." +"funktioniert. In der Artikelreihe „Erste Schritte“ werden Sie sie in der " +"Praxis anwenden." msgid "Scenes" msgstr "Szenen" @@ -192,8 +192,8 @@ msgid "" "as you will get many answers throughout the getting started series." msgstr "" "Nach diesem kurzen Überblick haben Sie wahrscheinlich viele Fragen. Haben " -"Sie Geduld mit uns, denn Sie werden im Laufe der Reihe „Erste Schritte“ " -"viele Antworten erhalten." +"Sie Geduld mit uns, denn Sie werden im Laufe der Artikelreihe „Erste " +"Schritte“ viele Antworten erhalten." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po index 974de4910d..12b9fba864 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -311,7 +311,7 @@ msgid "" "community." msgstr "" "Dieses Handbuch soll ein umfassendes Nachschlagewerk für Godots Features " -"sein. Abgesehen von den 2D- und 3D-Einstiegs-Reihen enthält es keine " +"sein. Abgesehen von den 2D- und 3D-Einstiegs-Artikelreihen enthält es keine " "Tutorials zur Umsetzung bestimmter Spielgenres. Wenn Sie auf der Suche nach " "einer Anleitung für ein Rollenspiel, einen Plattformer oder ein anderes " "Spiel sind, schauen Sie bitte unter :ref:`doc_community_tutorials` nach, in " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po index aeb4d79409..4f43e8d90d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,11 +26,11 @@ msgid "" "will learn more about nodes and scenes, code your first classes with " "GDScript, use signals to make nodes communicate with one another, and more." msgstr "" -"Diese Reihe baut auf der :ref:`Einführung in Godot ` " -"auf und wird Sie mit dem Editor und der Engine vertraut machen. Sie werden " -"mehr über Nodes und Szenen erfahren, Ihre ersten Klassen mit GDScript " -"programmieren, Signale verwenden, um Nodes miteinander kommunizieren zu " -"lassen, und vieles mehr." +"Diese Artikelreihe baut auf der :ref:`Einführung in Godot ` auf und wird Sie mit dem Editor und der Engine vertraut " +"machen. Sie werden mehr über Nodes und Szenen erfahren, Ihre ersten Klassen " +"mit GDScript programmieren, Signale verwenden, um Nodes miteinander " +"kommunizieren zu lassen, und vieles mehr." msgid "" "The following lessons are here to prepare you for :ref:" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po index 46cd8f6522..29ff9187c1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -239,17 +239,19 @@ msgid "" "Set its Bounce property to ``0.5`` by clicking on the number field, typing " "``0.5``, and pressing :kbd:`Enter`." msgstr "" -"Setzen Sie die Eigenschaft Bounce auf ``0.5``, indem Sie auf das Zahlenfeld " +"Setzen Sie die Property Abprall auf ``0.5``, indem Sie auf das Zahlenfeld " "klicken, ``0.5`` eingeben und :kbd:`Enter` drücken." +#, fuzzy msgid "" -"Play the game by pressing :kbd:`F5` and notice how all balls now bounce a " -"lot more. As the Ball scene is a template for all instances, modifying it " -"and saving causes all instances to update accordingly." +"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how " +"all balls now bounce a lot more. As the Ball scene is a template for all " +"instances, modifying it and saving causes all instances to update " +"accordingly." msgstr "" "Spielen Sie das Spiel, indem Sie :kbd:`F5` drücken und beachten Sie, wie " -"alle Bälle jetzt viel mehr hüpfen. Da die Ball-Szene eine Vorlage für alle " -"Instanzen ist, führt das Ändern und Speichern dazu, dass alle Instanzen " +"alle Bälle jetzt viel mehr abprallen. Da die Ball-Szene eine Vorlage für " +"alle Instanzen ist, führt das Ändern und Speichern dazu, dass alle Instanzen " "entsprechend aktualisiert werden." msgid "" @@ -290,12 +292,14 @@ msgstr "" "Starten Sie das Spiel erneut und achten Sie darauf, dass dieser Ball jetzt " "viel schneller fällt als die anderen." +#, fuzzy msgid "" -"If you change a value on the ``PhysicsMaterial`` of one instance, it will " -"affect all the others. This is because ``PhysicsMaterial`` is a resource, " -"and resources are shared between instances. To make a resource unique for " -"one instance, right-click on it in the Inspector and click Make Unique in " -"the contextual menu." +"You may notice you are unable to change the values of the " +"``PhysicsMaterial`` of the ball. This is because ``PhysicsMaterial`` is a " +"resource, and needs to be made unique before you can edit it in a scene that " +"is linking to its original scene. To make a resource unique for one " +"instance, right-click on it in the Inspector and click Make Unique in the " +"contextual menu." msgstr "" "Wenn Sie einen Wert im ``Physik-Material`` einer Instanz ändern, wirkt sich " "das auf alle anderen aus. Das liegt daran, dass ``Physik-Material`` eine " @@ -401,9 +405,9 @@ msgid "" "Later, we could create scenes representing guards and add them to the " "citadel. They would be indirectly added to the overall game world." msgstr "" -"Später könnten wir Szenen anlegen, die Wachen repräsentieren (und andere " -"NPCs) und diese der Festung hinzufügen. Das Resultat wäre, dass sie indirekt " -"der kompletten Spielwelt hinzugefügt werden." +"Später könnten wir Szenen anlegen, die Wachen repräsentieren und diese der " +"Festung hinzufügen. Das Resultat wäre, dass sie indirekt der kompletten " +"Spielwelt hinzugefügt werden." msgid "" "With Godot, it's easy to iterate on your game like this, as all you need to " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po index 5a1b9558d4..71c2cca799 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po index 8838a4df44..be1cc152a2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Creating your first script" -msgstr "Ihr erstes Skript erstellen" +msgstr "Erstellen eines ersten Skripts" msgid "" "In this lesson, you will code your first script to make the Godot icon turn " @@ -128,6 +128,11 @@ msgstr "" "in der Standardeinstellung und klicken Sie auf den Erstellen-Button, um das " "Skript zu erstellen." +msgid "" +"C# script names need to match their class name. In this case, you should " +"name the file ``MySprite2D.cs``." +msgstr "" + msgid "" "The Script workspace should appear with your new ``sprite_2d.gd`` file open " "and the following line of code:" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po index 442976034f..c7f23f54ec 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -238,7 +238,7 @@ msgid "" msgstr "" "Sie müssen die .NET-Edition des Godot-Editors verwenden, um Skripte in C# zu " "schreiben. Sie können ihn auf der Godot-Website unter `Download ` herunterladen." +"godotengine.org/download/>`_ herunterladen." msgid "" "Since Godot uses .NET 6, in theory, you can use any third-party .NET library " diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po index 1ae67da11c..0da526e705 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po index 804bede4a4..2ee0bc05fe 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Signal" -msgstr "Ereignis" +msgstr "Signal" msgid "Using signals" msgstr "Signale nutzen" @@ -74,7 +74,7 @@ msgstr "" "Buttons anzuhalten." msgid "Scene setup" -msgstr "Eine Szene einrichten" +msgstr "Einrichten einer Szene" msgid "" "To add a button to our game, we will create a new main scene which will " @@ -211,7 +211,7 @@ msgid "" msgstr "" "Man kann zweierlei Modi verwenden, um Signale über das Node-Dock zu " "verbinden. Der einfache Modus erlaubt ausschließlich die Verbindung zu Nodes " -"mit dazugehörigem Script und erstellt in diesem eine neue Callback-Funktion." +"mit dazugehörigem Skript und erstellt in diesem eine neue Callback-Funktion." msgid "" "The advanced view lets you connect to any node and any built-in function, " diff --git a/sphinx/po/de/LC_MESSAGES/index.po b/sphinx/po/de/LC_MESSAGES/index.po index 2c7185d991..8a5de52e31 100644 --- a/sphinx/po/de/LC_MESSAGES/index.po +++ b/sphinx/po/de/LC_MESSAGES/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -145,9 +145,9 @@ msgid "" "offline browsing on DevDocs, you need to:" msgstr "" "Um die Dokumentation offline zu durchsuchen, können Sie die Kopie der " -"Dokumentation auf dem Spiegel-Server (Mirror) verwenden, die auf DevDocs " -"__ gehostet wird. Um die Offline-Durchsuchung auf " -"DevDocs zu aktivieren, müssen Sie Folgendes tun:" +"Dokumentation auf dem Spiegel-Server verwenden, die auf `DevDocs `__ gehostet wird. Um die Offline-Durchsuchung auf DevDocs " +"zu aktivieren, müssen Sie Folgendes tun:" msgid "Click the three dots in the top-left corner, choose **Preferences**." msgstr "" @@ -177,10 +177,10 @@ msgid "" "the top-level ``index.html`` in a web browser." msgstr "" "Sie können ebenfalls eine `HTML Kopie von `__ " -"herunterladen, um es offline zu lesen (Wird jeden Montag aktualisiert). " -"Extrahieren Sie die ZIP-Datei und öffnen Sie die ``index.html`` in einem " -"Webbrowser." +"godot-docs/workflows/build_offline_docs/master/godot-docs-html-master." +"zip>`__ herunterladen, um es offline zu lesen (Wird jeden Montag " +"aktualisiert). Extrahieren Sie die ZIP-Datei und öffnen Sie die ``index." +"html`` in einem Webbrowser." msgid "" "For mobile devices or e-readers, you can also `download an ePub copy " diff --git a/sphinx/po/de/LC_MESSAGES/sphinx.po b/sphinx/po/de/LC_MESSAGES/sphinx.po index e5fece5138..0971d8f495 100644 --- a/sphinx/po/de/LC_MESSAGES/sphinx.po +++ b/sphinx/po/de/LC_MESSAGES/sphinx.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po index 39bc108d57..2719f62f27 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,6 +24,8 @@ msgid "" "Godot also supports antialiasing in 3D rendering. This is covered on the :" "ref:`doc_3d_antialiasing` page." msgstr "" +"Godot unterstützt auch Antialiasing beim 3D-Rendering. Dies wird auf der " +"Seite :ref:`doc_3d_antialiasing` behandelt." msgid "Introduction" msgstr "Einführung" @@ -36,29 +38,41 @@ msgid "" "`class_TextureProgressBar`. :ref:`doc_custom_drawing_in_2d` can also have " "aliasing artifacts for methods that don't support antialiasing." msgstr "" +"Aufgrund ihrer begrenzten Auflösung können in 2D gerenderte Szenen Aliasing-" +"Artefakte aufweisen. Diese Artefakte manifestieren sich in der Regel in Form " +"eines \"Treppen\"-Effekts an Geometriekanten und sind am auffälligsten, wenn " +"Nodes wie :ref:`class_Line2D`, :ref:`class_Polygon2D` oder :ref:" +"`class_TextureProgressBar` verwendet werden. :ref:`doc_custom_drawing_in_2d` " +"kann ebenfalls Aliasing-Artefakte für Methoden aufweisen, die kein " +"Antialiasing unterstützen." msgid "" "In the example below, you can notice how edges have a blocky appearance:" -msgstr "" +msgstr "Im folgenden Beispiel sehen Sie, wie die Kanten blockartig aussehen:" msgid "" "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more " "noticeable." msgstr "" +"Das Bild wurde um das zweifache skaliert und mit einem Nearest-Neighbor-" +"Filter versehen, um Aliasing deutlicher zu machen." msgid "" "To combat this, Godot supports several methods of enabling antialiasing on " "2D rendering." msgstr "" +"Um dem entgegenzuwirken, unterstützt Godot mehrere Methoden zur Aktivierung " +"von Antialiasing beim 2D-Rendering." msgid "Antialiasing property in Line2D and custom drawing" -msgstr "" -"Die Antialiasing-Eigenschaft in Line2D und benutzerdefiniertes Zeichnen" +msgstr "Die Antialiasing-Property in Line2D und benutzerdefiniertes Zeichnen" msgid "" "This is the recommended method, as it has a lower performance impact in most " "cases." msgstr "" +"Dies ist die empfohlene Methode, da sie in den meisten Fällen eine geringere " +"Auswirkung auf die Performance hat." msgid "" "Line2D has an **Antialiased** property which you can enable in the " @@ -66,12 +80,20 @@ msgid "" "an optional ``antialiased`` parameter, which can be set to ``true`` when " "calling the function." msgstr "" +"Line2D hat eine **Antialiased**-Property, die Sie im Inspektor aktivieren " +"können. Außerdem unterstützen mehrere Methoden für :ref:" +"`doc_custom_drawing_in_2d` einen optionalen ``antialiased`` Parameter, der " +"beim Aufruf der Funktion auf ``true`` gesetzt werden kann." msgid "" "These methods do not require MSAA to be enabled, which makes their " "*baseline* performance cost low. In other words, there is no permanent added " "cost if you're not drawing any antialiased geometry at some point." msgstr "" +"Für diese Methoden muss MSAA nicht aktiviert sein, was die Kosten für die " +"*Basis-Performance* niedrig hält. Mit anderen Worten, es gibt keine " +"dauerhaften zusätzlichen Kosten, wenn Sie zu einem bestimmten Zeitpunkt " +"keine Geometrie mit Antialiasing zeichnen." msgid "" "The downside of these antialiasing methods is that they work by generating " @@ -80,6 +102,12 @@ msgid "" "and several custom drawing methods don't feature an antialiased property. " "For these nodes, you can use 2D multisample antialiasing instead." msgstr "" +"Der Nachteil dieser Antialiasing-Methoden ist, dass sie durch die Erzeugung " +"zusätzlicher Geometrie funktionieren. Wenn Sie komplexe 2D-Geometrie " +"erzeugen, die bei jedem Frame aktualisiert wird, kann dies ein Bottleneck " +"sein. Außerdem verfügen Polygon2D, TextureProgressBar und mehrere " +"benutzerdefinierte Zeichenmethoden nicht über eine Antialiasing-Property. " +"Für diese Nodes können Sie stattdessen 2D-Multisample-Antialiasing verwenden." msgid "Multisample antialiasing (MSAA)" msgstr "Multi-Sample Antialiasing (MSAA)" @@ -90,15 +118,23 @@ msgid "" "not introduce any blurriness, its scope of application is limited. The main " "applications of 2D MSAA are:" msgstr "" +"Bevor Sie MSAA in 2D aktivieren, ist es wichtig zu verstehen, worauf MSAA " +"angewendet wird. MSAA unterliegt in 2D ähnlichen Einschränkungen wie in 3D. " +"Es führt zwar keine Unschärfe ein, aber sein Anwendungsbereich ist begrenzt. " +"Die wichtigsten Anwendungen von 2D MSAA sind:" msgid "Geometry edges, such as line and polygon drawing." -msgstr "" +msgstr "Geometrische Kanten, wie z. B. Linien- und Polygonzeichnungen." msgid "" "Sprite edges *only for pixels touching one of the texture's edges*. This " "works for both linear and nearest-neighbor filtering. Sprite edges created " "using transparency on the image are not affected by MSAA." msgstr "" +"Sprite-Kanten *nur für Pixel, die eine der Kanten der Textur berühren*. Dies " +"funktioniert sowohl für lineare als auch für Nearest-Neighbor-Filterung. " +"Sprite-Kanten, die mit Hilfe von Transparenz auf dem Bild erstellt werden, " +"sind von MSAA nicht betroffen." msgid "" "The downside of MSAA is that it only operates on edges. This is because MSAA " @@ -107,19 +143,25 @@ msgid "" "fragment shaders are still run for each pixel only once. As a result, MSAA " "will **not affect** the following kinds of aliasing in any way:" msgstr "" +"Der Nachteil von MSAA ist, dass es nur auf Kanten wirkt. Das liegt daran, " +"dass MSAA die Anzahl der *Deckungs*-Samples erhöht, aber nicht die Anzahl " +"der *Farb*-Samples. Da sich jedoch die Anzahl der Farb-Samples nicht erhöht " +"hat, werden Fragment-Shader weiterhin für jedes Pixel nur einmal ausgeführt. " +"Infolgedessen hat MSAA **keine Auswirkungen** auf die folgenden Arten von " +"Aliasing:" msgid "Aliasing *within* nearest-neighbor filtered textures (pixel art)." msgstr "" +"Aliasing *innerhalb* von Texturen mit Nearest-Neighbor-Filter (Pixel Art)." msgid "Aliasing caused by custom 2D shaders." -msgstr "" +msgstr "Aliasing verursacht durch benutzerdefinierte 2D-Shader." msgid "Specular aliasing when using Light2D." -msgstr "" +msgstr "Specular Aliasing bei Verwendung von Light2D." -#, fuzzy msgid "Aliasing in font rendering." -msgstr "Punktgröße für Punkt-Renderer." +msgstr "Aliasing beim Rendern von Schriftarten." msgid "" "MSAA can be enabled in the Project Settings by changing the value of the " @@ -127,6 +169,10 @@ msgid "" "change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these " "are entirely separate settings." msgstr "" +"MSAA kann in den Projekteinstellungen aktiviert werden, indem der Wert der " +"Einstellung **Rendern > Kantenglättung > Qualität > MSAA 2D** geändert wird. " +"Es ist wichtig, den Wert der Einstellung **MSAA 2D** und nicht **MSAA 3D** " +"zu ändern, da es sich um völlig separate Einstellungen handelt." msgid "" "Comparison between no antialiasing (left) and various MSAA levels (right). " @@ -135,6 +181,11 @@ msgid "" "them touching the edges (green background) and 4 of them not touching the " "edges (Godot logo):" msgstr "" +"Vergleich zwischen keinem Antialiasing (links) und verschiedenen MSAA-Stufen " +"(rechts). Die obere linke Ecke enthält einen Line2D-Node, die obere rechte " +"Ecke enthält 2 TextureProgressBar-Nodes. Der untere Bereich enthält 8 Pixel " +"Art-Sprites, von denen 4 die Kanten berühren (grüner Hintergrund) und 4 die " +"Kanten nicht berühren (Godot-Logo):" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 1268d97a83..9a21e04408 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -62,14 +62,14 @@ msgstr "" msgid "" ":ref:`PointLight2D ` (for omnidirectional or spot lights)" msgstr "" -"ref:`PointLight2D ` (für omnidirektionale oder Spot-" +":ref:`PointLight2D ` (für omnidirektionale oder Spot-" "Lichter)" msgid "" ":ref:`DirectionalLight2D ` (for sunlight or " "moonlight)" msgstr "" -"ref:`DirectionalLight2D ` (für Sonnenlicht oder " +":ref:`DirectionalLight2D ` (für Sonnenlicht oder " "Mondlicht)" msgid "" @@ -178,8 +178,8 @@ msgstr "" "**Textur:** Die Textur, die als Lichtquelle verwendet werden soll. Die Größe " "der Textur bestimmt die Größe des Lichts. Die Textur kann einen Alphakanal " "haben, was nützlich ist, wenn Sie den Mischmodus **Mix** von Light2D " -"verwenden, aber er ist nicht erforderlich, wenn Sie die Mischmodi **Add** " -"(Default) oder **Subtract** verwenden." +"verwenden, aber er ist nicht erforderlich, wenn Sie die Blending-Modi " +"**Add** (Default) oder **Subtract** verwenden." msgid "" "**Offset:** The offset for the light texture. Unlike when you move the light " @@ -357,13 +357,13 @@ msgid "" "corresponding to the light's texture with the values of pixels under it by " "linear interpolation." msgstr "" -"**Mischmodus:** Die für die Lichtberechnungen verwendete Mischformel. Die " -"Standardeinstellung **Hinzufügen** ist für die meisten Anwendungsfälle " -"geeignet. **Subtrahieren** kann für negative Lichter verwendet werden, die " -"physikalisch nicht genau sind, aber für spezielle Effekte verwendet werden " -"können. Der Mischmodus **Mix** mischt den Wert der Pixel, die der Textur des " -"Lichts entsprechen, mit den Werten der darunter liegenden Pixel durch " -"lineare Interpolation." +"**Blending-Modus:** Die für die Lichtberechnungen verwendete Blending-" +"Formel. Die Standardeinstellung **Hinzufügen** ist für die meisten " +"Anwendungsfälle geeignet. **Subtrahieren** kann für negative Lichter " +"verwendet werden, die physikalisch nicht genau sind, aber für spezielle " +"Effekte verwendet werden können. Der Blending-Modus **Mix** mischt den Wert " +"der Pixel, die der Textur des Lichts entsprechen, mit den Werten der " +"darunter liegenden Pixel durch lineare Interpolation." msgid "**Range > Z Min:** The lowest Z index affected by the light." msgstr "**Bereich > Z Min:** Der niedrigste vom Licht beeinflusste Z-Index." @@ -548,7 +548,7 @@ msgid "" "depending on their respective **Occluder Light Mask** properties." msgstr "" "**Objekt-Cull-Maske:** Steuert, welche LightOccluder2D-Nodes Schatten " -"werfen, abhängig von ihren jeweiligen **Occluder Lichtmaske**Propertys." +"werfen, abhängig von ihren jeweiligen **Occluder Lichtmaske**-Propertys." msgid "Hard shadows" msgstr "Harte Schatten" @@ -787,10 +787,10 @@ msgid "" "is usually not a problem in sufficiently lit areas, but this prevents " "additive sprites from correctly lighting up areas that are fully dark." msgstr "" -"Die Überblendungsformel ist im Vergleich zur \"echten\" 2D-Beleuchtung " -"ungenau. In ausreichend beleuchteten Bereichen ist dies in der Regel kein " -"Problem, aber dies verhindert, dass additive Sprites völlig dunkle Bereiche " -"korrekt beleuchten." +"Die Blending-Formel ist im Vergleich zur \"echten\" 2D-Beleuchtung ungenau. " +"In ausreichend beleuchteten Bereichen ist dies in der Regel kein Problem, " +"aber dies verhindert, dass additive Sprites völlig dunkle Bereiche korrekt " +"beleuchten." msgid "Additive sprites cannot cast shadows, since they are not lights." msgstr "" @@ -808,7 +808,7 @@ msgid "" "**Material** property. Choose **New CanvasItemMaterial**, click the newly " "created material to edit it, then set **Blend Mode** to **Add**." msgstr "" -"Um ein Sprite mit additiver Überblendung darzustellen, erstellen Sie einen " +"Um ein Sprite mit additivem Blending darzustellen, erstellen Sie einen " "Sprite2D-Node und weisen ihm eine Textur zu. Scrollen Sie im Inspektor nach " "unten zum Abschnitt **CanvasItem > Material**, klappen Sie ihn aus und " "klicken Sie auf das Dropdown-Menü neben der Property **Material**. Wählen " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po index b921436ad8..c1f4922b07 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po index 7d2293778e..173e321d62 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "2D movement overview" -msgstr "2D Bewegungsübersicht" +msgstr "Übersicht 2D-Bewegung" msgid "Introduction" msgstr "Einführung" @@ -29,42 +29,44 @@ msgid "" "general the movement in most 2D games is based on a small number of designs." msgstr "" "Jeder Anfänger hat diese Frage: \"Wie bewege ich meinen Charakter?\" " -"Abhängig vom Spielstil den Sie erstellen, haben Sie möglicherweise spezielle " -"Anforderungen, aber im Allgemeinen basiert die Bewegung in den meisten 2D-" -"Spielen auf einer kleinen Anzahl von Designs." +"Abhängig vom Stil des Spiels, das Sie erstellen, haben Sie möglicherweise " +"spezielle Anforderungen, aber im Allgemeinen basiert die Bewegung in den " +"meisten 2D-Spielen auf einer kleinen Menge von Designs." -#, fuzzy msgid "" "We'll use :ref:`CharacterBody2D ` for these examples, " "but the principles will apply to other node types (Area2D, RigidBody2D) as " "well." msgstr "" -"Wir benutzen :ref:`KinematicBody2D `in den Folgenden " -"Beispielen, das Prinzip ist aber auch auf andere Node-Typen (Area2D," -"RigidBody2D) anwendbar." +"Wir verwenden :ref:`CharacterBody2D ` für diese " +"Beispiele, aber die Prinzipien gelten auch für andere Node-Typen (Area2D, " +"RigidBody2D)." msgid "Setup" msgstr "Einrichtung" -#, fuzzy msgid "" "Each example below uses the same scene setup. Start with a " "``CharacterBody2D`` with two children: ``Sprite2D`` and " "``CollisionShape2D``. You can use the Godot icon (\"icon.png\") for the " "Sprite2D's texture or use any other 2D image you have." -msgstr "Jedes der unten gennanten Beispiele nutzt das gleiche Szenen-Setup." +msgstr "" +"Jedes der folgenden Beispiele verwendet den gleichen Szenenaufbau. Beginnen " +"Sie mit einem ``CharacterBody2D`` mit zwei Child-Nodes: ``Sprite2D`` und " +"``CollisionShape2D``. Sie können das Godot-Symbol (\"icon.png\") für die " +"Textur des Sprite2D verwenden oder jedes andere 2D-Bild, das Sie haben." msgid "" "Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " "the following input actions (see :ref:`InputEvent ` for " "details):" msgstr "" -"Öffnen Sie ``Projekt -> Projekteinstellungen`` und wählen Sie die " -"Registerkarte \"Eingabe-Zuordnung\". Fügen Sie die folgenden Eingabeaktionen " -"hinzu (siehe :ref:`InputEvent ` für Details):" +"Öffnen Sie ``Projekt -> Projekteinstellungen`` und wählen Sie den Tab " +"\"Eingabe-Zuordnung\". Fügen Sie die folgenden Eingabeaktionen hinzu (siehe :" +"ref:`InputEvent ` für Details):" msgid "8-way movement" -msgstr "8-Wege Bewegung" +msgstr "8-Wege-Bewegung" msgid "" "In this scenario, you want the user to press the four directional keys (up/" @@ -77,21 +79,27 @@ msgstr "" "bewegen. Der Name \"8-Wege-Bewegung\" kommt daher, dass sich der Spieler " "durch gleichzeitiges Drücken von zwei Tasten diagonal bewegen kann." -#, fuzzy msgid "Add a script to the character body and add the following code:" msgstr "" -"Fügen Sie dem kinematischen Körper ein Skript mit dem folgenden Code hinzu:" +"Fügen Sie ein Skript in den Charakter-Body ein und fügen Sie den folgenden " +"Code hinzu:" msgid "" "In the ``get_input()`` function, we use :ref:`Input ` " "``get_vector()`` to check for the four key events and sum return a direction " "vector." msgstr "" +"In der Funktion ``get_input()`` verwenden wir :ref:`Input `-" +"``get_vector()``, um auf die vier Schlüsselereignisse zu prüfen und in der " +"Summe einen Richtungsvektor zurückzugeben." msgid "" "We can then set our velocity by multiplying this direction vector, which has " "a length of ``1``, by our desired speed." msgstr "" +"Wir können dann unsere Geschwindigkeit festlegen, indem wir diesen " +"Richtungsvektor, der eine Länge von ``1`` hat, mit unserer gewünschten " +"Geschwindigkeit multiplizieren." msgid "" "If you've never used vector math before, or need a refresher, you can see an " @@ -111,7 +119,7 @@ msgstr "" "`doc_2d_movement_setup`-Teil dieses Tutorials beschrieben." msgid "Rotation + movement" -msgstr "Drehung + Bewegung" +msgstr "Rotation + Bewegung" msgid "" "This type of movement is sometimes called \"Asteroids-style\" because it " @@ -124,23 +132,24 @@ msgstr "" "Drücken von links/rechts wird die Figur gedreht, während sie durch Drücken " "von oben/unten vorwärts oder rückwärts in die jeweilige Richtung bewegt wird." -#, fuzzy msgid "" "Here we've added two variables to track our rotation direction and speed. " "The rotation is applied directly to the body's ``rotation`` property." msgstr "" -"Hier haben wir zwei neue Variablen hinzugefügt, um unsere Drehrichtung und " -"Geschwindigkeit zu verfolgen. Auch hier gilt: Wenn Sie beide Tasten " -"gleichzeitig drücken, wird keine Rotation erzeugt. Die Drehung wird direkt " -"auf die Eigenschaft ``rotation`` des Körpers angewendet." +"Hier haben wir zwei Variablen hinzugefügt, um unsere Rotationsrichtung und " +"Geschwindigkeit zu tracken. Die Rotation wird direkt auf die Property " +"``rotation`` des Body angewendet." msgid "" "To set the velocity, we use the body's ``transform.x`` which is a vector " "pointing in the body's \"forward\" direction, and multiply that by the speed." msgstr "" +"Um die Geschwindigkeit festzulegen, verwenden wir den Vektor ``transform.x`` " +"des Bodys, der in die \"Vorwärts\"-Richtung des Bodys zeigt, und " +"multiplizieren ihn mit der Geschwindigkeit." msgid "Rotation + movement (mouse)" -msgstr "Drehung + Bewegung (Maus)" +msgstr "Rotation + Bewegung (Maus)" msgid "" "This style of movement is a variation of the previous one. This time, the " @@ -148,19 +157,18 @@ msgid "" "character will always \"look at\" the mouse pointer. The forward/back inputs " "remain the same, however." msgstr "" -"Dieser Bewegungsstil ist eine Variation des Vorherigen. Diesmal wird die " -"Richtung statt über die Tastatur über die Mausposition vorgegeben. Der " +"Dieser Bewegungsstil ist eine Variation des vorherigen Stils. Diesmal wird " +"die Richtung statt über die Tastatur über die Mausposition vorgegeben. Der " "Charakter \"schaut\" immer auf den Mauszeiger. Die Vorwärts-/Rückwärts-" -"Eingänge bleiben jedoch gleich." +"Eingaben bleiben jedoch gleich." -#, fuzzy msgid "" "Here we're using the :ref:`Node2D ` ``look_at()`` method to " "point the player towards the mouse's position. Without this function, you " "could get the same effect by setting the angle like this:" msgstr "" -"Hier benutzen wir die Methode :ref:`Node2D ` ``look_at()``, um " -"den Spieler auf eine bestimmte Position zu richten. Ohne diese Funktion " +"Hier benutzen wir die :ref:`Node2D `-``look_at()`` Methode, um " +"den Spieler auf die Position der Maus auszurichten. Ohne diese Funktion " "könnte man den gleichen Effekt erzielen, indem man den Winkel wie folgt " "einstellt:" @@ -181,23 +189,23 @@ msgid "" "far and repeat." msgstr "" "Beachten Sie den ``distance_to()``-Check, den wir vor der Bewegung " -"durchführen. Ohne diesen Test würde der Körper beim Erreichen der " -"Zielposition \"zittern\", da er sich leicht an der Position vorbei bewegt " +"durchführen. Ohne diesen Check würde der Body beim Erreichen der " +"Zielposition \"jittern\", da er sich leicht an der Position vorbei bewegt " "und versucht, sich zurück zu bewegen, nur um sich dabei ebenfalls zu weit zu " -"bewegen und sich wieder nach vorn zu bewegen." +"bewegen und sich wieder nach vorn zu bewegen und so weiter." msgid "" "Uncommenting the ``look_at()`` line will also turn the body to point in its " "direction of motion if you prefer." msgstr "" -"Wenn Sie die Zeile ``look_at()`` auskommentieren, wird der Körper auch so " +"Wenn Sie die Zeile ``look_at()`` auskommentieren, wird der Body auch so " "gedreht, dass er in seine Bewegungsrichtung zeigt, wenn Sie möchten." msgid "" "This technique can also be used as the basis of a \"following\" character. " "The ``target`` position can be that of any object you want to move to." msgstr "" -"Diese Technik kann auch als Grundlage für ein \"folgendes\" Zeichen " +"Diese Technik kann auch als Grundlage für ein \"Verfolger\"-Charakter " "verwendet werden. Die ``target``-Position kann die eines beliebigen Objekts " "sein, zu dem Sie sich bewegen möchten." @@ -211,13 +219,16 @@ msgid "" msgstr "" "Diese Codebeispiele können als Ausgangspunkt für Ihre eigenen Projekte " "hilfreich sein. Nutzen Sie sie gern, um mit ihnen zu experimentieren und um " -"zu sehen, was Sie damit erstellen können." +"zu sehen, was Sie damit erschaffen können." msgid "" "You can download this sample project here: `2d_movement_starter.zip `_" msgstr "" +"Sie können dieses Beispielprojekt hier herunterladen: `2d_movement_starter." +"zip `_" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 67a2f28d15..30e0e8dc1d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,6 @@ msgstr "2D Sprite-Animation" msgid "Introduction" msgstr "Einführung" -#, fuzzy msgid "" "In this tutorial, you'll learn how to create 2D animated characters with the " "AnimatedSprite2D class and the AnimationPlayer. Typically, when you create " @@ -31,14 +30,13 @@ msgid "" "individual images or as a single sprite sheet containing all the animation's " "frames. Both can be animated in Godot with the AnimatedSprite2D class." msgstr "" -"In dieser Anleitung erfahren Sie, wie mit der AnimatedSprite-Klasse und dem " -"AnimationPlayer animierte 2D-Charaktere erstellt werden. Wenn Sie einen " -"animierten Charakter erstellen oder herunterladen, gibt es normalerweise " -"zwei Möglichkeiten: als einzelne Bilder oder als einen einzigen Sprite-" -"Bogen, der alle Frames der Animation enthält. Beide können in Godot mit der " -"AnimatedSprite-Klasse animiert werden." +"In diesem Tutorial lernen Sie, wie Sie 2D-animierte Charaktere mit der " +"AnimatedSprite2D-Klasse und dem AnimationPlayer erstellen. Wenn Sie eine " +"animierte Figur erstellen oder herunterladen, gibt es in der Regel zwei " +"Möglichkeiten: als einzelne Bilder oder als ein einzelnes Sprite Sheet, das " +"alle Frames der Animation enthält. Beides kann in Godot mit der Klasse " +"AnimatedSprite2D animiert werden." -#, fuzzy msgid "" "First, we'll use :ref:`AnimatedSprite2D ` to animate " "a collection of individual images. Then we will animate a sprite sheet using " @@ -46,19 +44,19 @@ msgid "" "with :ref:`AnimationPlayer ` and the *Animation* " "property of :ref:`Sprite2D `." msgstr "" -"Zuerst verwenden wir :ref:`AnimatedSprite `, um eine " -"Sammlung einzelner Bilder zu animieren. Dann werden wir mit dieser Klasse " -"ein Sprite-Bogen animieren. Anschließend zeigen wir noch eine andere " -"Möglichkeit, einen Sprite-Bogen zu animieren: mit dem :ref:`AnimationPlayer " -"` und der Eigenschaft *Animation* von :ref:`Sprite " -"`." +"Zuerst werden wir :ref:`AnimatedSprite2D ` " +"verwenden, um eine Sammlung von Einzelbildern zu animieren. Dann werden wir " +"ein Sprite Sheet mit dieser Klasse animieren. Schließlich lernen wir eine " +"weitere Möglichkeit kennen, ein Sprite Sheet mit :ref:`AnimationPlayer " +"` und der *Animation*-Property von :ref:`Sprite2D " +"` zu animieren." msgid "" "Art for the following examples by https://opengameart.org/users/ansimuz and " "tgfcoder." msgstr "" -"Stil für die folgenden Beispiele von https://opengameart.org/users/ansimuz " -"und tgfcoder." +"Grafiken für die folgenden Beispiele von https://opengameart.org/users/" +"ansimuz und tgfcoder." msgid "Individual images with AnimatedSprite2D" msgstr "Einzelne Bilder mit AnimatedSprite2D" @@ -77,6 +75,9 @@ msgid "" "github.com/godotengine/godot-docs-project-starters/releases/download/" "latest-4.x/2d_sprite_animation_assets.zip>`_" msgstr "" +"Sie können die Bilder hier herunterladen: `2d_sprite_animation_assets.zip " +"`_" msgid "" "Unzip the images and place them in your project folder. Set up your scene " @@ -92,19 +93,18 @@ msgid "" "CollisionShape2D. See :ref:`Physics Introduction ` " "for more information." msgstr "" -"Der Wurzel-Node könnte auch ein :ref:`Area2D ` oder :ref:" -"`RigidBody2D ` sein, die Animation wird weiterhin auf die " -"gleiche Weise erstellt. Sobald die Animation abgeschlossen ist, können Sie " -"der CollisionShape2D eine Form zuweisen. Weitere Informationen finden Sie " -"unter :ref:`Physics Introduction `." +"Der Root-Node könnte auch :ref:`Area2D ` oder :ref:" +"`RigidBody2D ` sein. Die Animation wird trotzdem auf " +"dieselbe Weise erstellt. Sobald die Animation abgeschlossen ist, können Sie " +"dem CollisionShape2D eine Shape zuweisen. Siehe :ref:`Physics Introduction " +"` für weitere Informationen." -#, fuzzy msgid "" "Now select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" -"Wählen Sie nun ``AnimatedSprite`` aus und wählen Sie in der *SpriteFrames* " -"Eigenschaft \"Neue SpriteFrames\" aus." +"Wählen Sie nun ``AnimatedSprite2D`` und wählen Sie in der Property " +"*SpriteFrames* den Eintrag \"New SpriteFrames\"." msgid "" "Click on the new SpriteFrames resource and you'll see a new panel appear at " @@ -119,28 +119,27 @@ msgid "" "of the animation from \"default\" to \"run\"." msgstr "" "Ziehen Sie aus dem Dateisystem-Dock auf der linken Seite die 8 Einzelbilder " -"in den mittleren Bereich des SpriteFrame Panels. Ändern Sie auf der linken " -"Seite den Namen der Animation von \"Standard\" in \"Ausführen\"." +"in den mittleren Bereich des SpriteFrame-Panels. Ändern Sie auf der linken " +"Seite den Namen der Animation von \"Default\" in \"Ausführen\"." -#, fuzzy msgid "" "Use the \"Play\" buttons on the top-right of the *Filter Animations* input " "to preview the animation. You should now see the animation playing in the " "viewport. However, it is a bit slow. To fix this, change the *Speed (FPS)* " "setting in the SpriteFrames panel to 10." msgstr "" -"Aktivieren Sie im Inspektor das Kontrollkästchen für die Eigenschaft " -"*Wiedergabe*. Sie sollten jetzt die Animation im Ansichtsfenster sehen. Es " -"ist jedoch etwas langsam. Um dies zu beheben, ändern Sie die Einstellung " -"*Geschwindigkeit (FPS)* im SpriteFrame Panel auf 10." +"Verwenden Sie die \"Abspielen\"-Buttons oben rechts am Eingang " +"*Filteranimationen*, um eine Vorschau der Animation anzuzeigen. Sie sollten " +"nun sehen, wie die Animation im Ansichtsfenster abgespielt wird. Sie ist " +"jedoch ein wenig langsam. Um dies zu beheben, ändern Sie die Einstellung " +"*Geschwindigkeit (FPS)* im SpriteFrames-Panel auf 10." -#, fuzzy msgid "" "You can add additional animations by clicking the \"Add Animation\" button " "and adding additional images." msgstr "" -"Sie können zusätzliche Animationen hinzufügen, indem Sie auf die " -"Schaltfläche \"Neue Animation\" klicken und zusätzliche Bilder hinzufügen." +"Sie können weitere Animationen hinzufügen, indem Sie auf die Schaltfläche " +"\"Animation hinzufügen\" klicken und weitere Bilder hinzufügen." msgid "Controlling the animation" msgstr "Steuerung der Animation" @@ -153,20 +152,18 @@ msgid "" msgstr "" "Sobald die Animation abgeschlossen ist, können Sie die Animation über Code " "mit den Methoden ``play()`` und ``stop()`` steuern. Hier ist ein kurzes " -"Beispiel, um die Animation abzuspielen während die rechte Pfeiltaste " -"gedrückt gehalten wird und sie anzuhalten, wenn die Taste losgelassen wird." +"Beispiel, um die Animation abzuspielen, während die rechte Pfeiltaste " +"gedrückt gehalten wird, und sie anzuhalten, wenn die Taste losgelassen wird." msgid "Sprite sheet with AnimatedSprite2D" msgstr "Sprite-Sheet mit AnimatedSprite2D" -#, fuzzy msgid "" "You can also easily animate from a sprite sheet with the class " "``AnimatedSprite2D``. We will use this public domain sprite sheet:" msgstr "" -"Es kann auch einfach von einem Sprite-Bogen mit der Klasse ``Animiertes " -"Sprite`` animiert werden. Wir werden diesen frei nutzbaren Sprite-Bogen " -"verwenden:" +"Mit der Klasse ``AnimatedSprite2D`` kann man auch leicht von einem Sprite " +"Sheet animieren. Wir werden dieses Public Domain Sprite Sheet verwenden:" msgid "" "Right-click the image and choose \"Save Image As\" to download it, and then " @@ -176,27 +173,27 @@ msgstr "" "speichern unter\" um es herunterzuladen. Kopieren Sie das Bild dann in Ihren " "Projektordner." -#, fuzzy msgid "" "Set up your scene tree the same way you did previously when using individual " "images. Select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, " "select \"New SpriteFrames\"." msgstr "" -"Richten Sie Ihren Szenenbaum genauso ein wie zuvor, als Sie einzelne Bilder " -"verwendeten. Wählen Sie ``Animiertes Sprite`` aus und wählen Sie in der " -"*SpriteFrames*-Eigenschaft \"Neue SpriteFrames\" aus." +"Richten Sie Ihren Szenenbaum auf die gleiche Weise ein, wie Sie es zuvor bei " +"der Verwendung einzelner Bilder getan haben. Wählen Sie ``AnimatedSprite2D`` " +"und wählen Sie in der Property *SpriteFrames* den Eintrag \"Neue " +"SpriteFrames\"." msgid "" "Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." msgstr "" "Klicken Sie auf die neue SpriteFrames-Ressource. Wenn diesmal das untere " -"Panel angezeigt wird, wählen Sie \"Frames aus einem Sprite-Bogen " +"Panel angezeigt wird, wählen Sie \"Frames aus einem Sprite-Sheet " "hinzufügen\"." msgid "You will be prompted to open a file. Select your sprite sheet." msgstr "" -"Sie werden aufgefordert, eine Datei zu öffnen. Wählen Sie Ihren Sprite-Bogen " +"Sie werden aufgefordert, eine Datei zu öffnen. Wählen Sie Ihr Sprite-Sheet " "aus." msgid "" @@ -205,9 +202,9 @@ msgid "" "sprite sheet. In this sprite sheet, we have four images horizontally and two " "images vertically." msgstr "" -"Ein neues Fenster mit Ihrem Sprite-Bogen wird geöffnet. Als Erstes muss die " -"Anzahl der vertikalen und horizontalen Bilder im Sprite-Bogen geändert " -"werden. In diesem Sprite-Bogen haben wir vier Bilder horizontal und zwei " +"Ein neues Fenster mit Ihrem Sprite-Sheet wird geöffnet. Als Erstes muss die " +"Anzahl der vertikalen und horizontalen Bilder im Sprite-Sheet geändert " +"werden. In diesem Sprite-Sheet haben wir vier Bilder horizontal und zwei " "Bilder vertikal." msgid "" @@ -215,7 +212,7 @@ msgid "" "your animation. We will select the top four, then click \"Add 4 frames\" to " "create the animation." msgstr "" -"Wählen Sie als Nächstes die Frames aus dem Sprite-Bogen aus, die Sie in Ihre " +"Wählen Sie als Nächstes die Frames aus dem Sprite-Sheet aus, die Sie in Ihre " "Animation aufnehmen möchten. Wir werden die vier ersten auswählen und dann " "auf \"4 Frames hinzufügen\" klicken, um die Animation zu erstellen." @@ -224,34 +221,33 @@ msgid "" "panel. Double click on default to change the name of the animation to jump." msgstr "" "Sie sehen Ihre Animation nun unter der Liste der Animationen im unteren " -"Panel. Klicken Sie doppelt auf Standard, um den Namen der zu springenden " +"Panel. Klicken Sie doppelt auf \"default\", um den Namen der zu Sprung-" "Animation zu ändern." -#, fuzzy msgid "" "Finally, check the play button on the SpriteFrames editor to see your frog " "jump!" msgstr "" -"Überprüfen Sie abschließend das Abspielen des AnimatedSprite im Inspektor, " -"um zu sehen, wie Ihr Frosch springt!" +"Zum Schluss klicken Sie auf den Play-Button im SpriteFrames-Editor, um Ihren " +"Frosch springen zu sehen!" msgid "Sprite sheet with AnimationPlayer" -msgstr "Sprite-Bogen mittels AnimationPlayer" +msgstr "Sprite-Sheet mittels AnimationPlayer" -#, fuzzy msgid "" "Another way that you can animate when using a sprite sheet is to use a " "standard :ref:`Sprite2D ` node to display the texture, and " "then animating the change from texture to texture with :ref:`AnimationPlayer " "`." msgstr "" -"Eine andere Möglichkeit zum animieren eines Sprite-Bogens besteht darin, " -"einen Standard :ref:`Sprite `-Node zu verwenden um die Textur " -"anzuzeigen und dann den Wechsel von Textur zu Textur mit :ref:" -"`AnimationPlayer ` zu animieren ." +"Eine andere Möglichkeit, ein Sprite-Sheet zu animieren, besteht darin, einen " +"Standard-:ref:`Sprite2D `-Node zu verwenden, um die Textur " +"anzuzeigen, und dann den Wechsel von Textur zu Textur mit :ref:" +"`AnimationPlayer ` zu animieren." msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "Betrachten Sie diesen Sprite-Bogen, der 6 Animationsbilder enthält:" +msgstr "" +"Schauen Sie sich dieses Sprite-Sheet an, das 6 Animationsbilder enthält:" msgid "" "Right-click the image and choose \"Save Image As\" to download, then copy " @@ -265,7 +261,7 @@ msgid "" "Our goal is to display these images one after another in a loop. Start by " "setting up your scene tree:" msgstr "" -"Unser Ziel ist es diese Bilder nacheinander in einer Schleife anzuzeigen. " +"Unser Ziel ist es, diese Bilder nacheinander in einer Schleife anzuzeigen. " "Beginnen Sie mit der Einrichtung Ihres Szenenbaums:" msgid "" @@ -275,21 +271,20 @@ msgid "" "*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " "vertical frames in your sprite sheet." msgstr "" -"Ziehen Sie den Sprite-Bogen in die *Textur*-Eigenschaft des Sprites und der " -"gesamte Bogen wird auf dem Bildschirm angezeigt. Um es in einzelne Frames " +"Ziehen Sie das Sprite-Sheet in die *Textur*-Property des Sprites, und das " +"gesamte Sheet wird auf dem Bildschirm angezeigt. Um es in einzelne Frames " "aufzuteilen, erweitern Sie den Abschnitt *Animation* im Inspektor und setzen " "Sie die *Hframes* auf ``6``. *Hframes* und *Vframes* sind die Anzahl der " -"horizontalen und vertikalen Frames in Ihrem Sprite-Bogen." +"horizontalen und vertikalen Frames in Ihrem Sprite-Sheet." -#, fuzzy msgid "" "Now try changing the value of the *Frame* property. You'll see that it " "ranges from ``0`` to ``5`` and the image displayed by the Sprite2D changes " "accordingly. This is the property we'll be animating." msgstr "" -"Versuchen Sie nun den Wert der Eigenschaft *Frame* zu ändern. Sie werden " -"sehen, dass der Bereich von ``0`` bis ``5`` reicht und sich das vom Sprite " -"angezeigte Bild entsprechend ändert. Dies ist die Eigenschaft die wir " +"Versuchen Sie nun, den Wert der Property *Frame* zu ändern. Sie werden " +"sehen, dass der Bereich von ``0`` bis ``5`` reicht und das vom Sprite2D " +"angezeigte Bild sich entsprechend ändert. Dies ist die Property, die wir " "animieren werden." msgid "" @@ -298,16 +293,15 @@ msgid "" "``0.6`` and click the \"Loop\" button so that our animation will repeat." msgstr "" "Wählen Sie den ``AnimationPlayer`` und klicken Sie auf die Schaltfläche " -"\"Animation\", gefolgt von \"Neu\". Nennen Sie die neue Animation \"walk\". " -"Stellen Sie die Animationslänge auf ``0.6`` ein und klicken Sie auf die " -"Schaltfläche \"Loop\", damit sich unsere Animation wiederholt." +"\"Animation\" und dann auf \"Neu\". Nennen Sie die neue Animation \"walk\". " +"Setzen Sie die Länge der Animation auf ``0.6`` und klicken Sie auf den " +"\"Loop\"-Button, damit die Animation wiederholt wird." -#, fuzzy msgid "" "Now select the ``Sprite2D`` node and click the key icon to add a new track." msgstr "" -"Wählen Sie nun den Sprite-Node aus und klicken Sie auf das Schlüsselsymbol " -"um eine neue Spur hinzuzufügen." +"Wählen Sie nun den ``Sprite2D``-Node und klicken Sie auf das " +"Schlüsselsymbol, um einen neuen Track hinzuzufügen." msgid "" "Continue adding frames at each point in the timeline (``0.1`` seconds by " @@ -315,26 +309,25 @@ msgid "" "actually appearing in the animation track:" msgstr "" "Fügen Sie an jedem Punkt in der Zeitleiste weitere Frames hinzu " -"(standardmäßig ``0.1`` Sekunden), bis Sie alle Frames von 0 bis 5 haben. Die " -"Frames werden tatsächlich in der Animationsspur angezeigt:" +"(standardmäßig ``0.1`` Sekunden), bis Sie alle Frames von 0 bis 5 haben. Sie " +"werden sehen, dass die Bilder tatsächlich in der Animationsspur erscheinen:" msgid "Press \"Play\" on the animation to see how it looks." msgstr "Drücken Sie \"Play\" in der Animation, um zu sehen wie sie aussieht." msgid "Controlling an AnimationPlayer animation" -msgstr "Steuerung einer AnimationPlayer Animation" +msgstr "Steuerung einer AnimationPlayer-Animation" -#, fuzzy msgid "" "Like with AnimatedSprite2D, you can control the animation via code using the " "``play()`` and ``stop()`` methods. Again, here is an example to play the " "animation while the right arrow key is held, and stop it when the key is " "released." msgstr "" -"Wie bei AnimatedSprite können Sie die Animation über Code mit den Methoden " -"``play()`` und ``stop()`` steuern. Auch hier ist ein Beispiel um die " -"Animation abzuspielen während die rechte Pfeiltaste gedrückt gehalten wird " -"und sie anzuhalten, wenn die Taste losgelassen wird." +"Wie bei AnimatedSprite2D können Sie die Animation über Code mit den Methoden " +"``play()`` und ``stop()`` steuern. Hier ist wieder ein Beispiel, um die " +"Animation abzuspielen, während die rechte Pfeiltaste gehalten wird, und sie " +"anzuhalten, wenn die Taste losgelassen wird." msgid "" "If updating both an animation and a separate property at once (for example, " @@ -347,22 +340,21 @@ msgid "" "this turns out to be a problem, after calling ``play()``, you can call " "``advance(0)`` to update the animation immediately." msgstr "" -"Wenn Sie sowohl eine Animation als auch eine separate Eigenschaft " -"gleichzeitig aktualisieren (z.B. kann ein Plattformer die Eigenschaften des " -"Sprites ``h_flip``/``v_flip`` aktualisieren wenn sich ein Charakter dreht, " -"während eine \"Drehen\" -Animation gestartet wird), ist es wichtig im " -"Hinterkopf zu behalten, dass ``play()`` nicht sofort angewendet wird. " -"Stattdessen wird es das nächste Mal angewendet, wenn :ref:`AnimationPlayer " -"` verarbeitet wird. Dies kann dazu führen, dass es " -"sich im nächsten Frame befindet, was zu einem 'glitch'-Frame führt, in dem " -"die Eigenschaftsänderung angewendet wurde, die Animation jedoch nicht. " -"Sollte dies ein Problem sein, können Sie nach dem Aufrufen von ``play()`` " -"direkt ``advance(0)`` aufrufen um die Animation sofort zu aktualisieren." +"Wenn man sowohl eine Animation als auch eine separate Property auf einmal " +"aktualisiert (z.B. kann ein Platformer die Propertys ``h_flip``/``v_flip`` " +"des Sprites aktualisieren, wenn ein Charakter sich dreht, während er eine " +"'Umdrehen'-Animation startet), ist es wichtig zu beachten, dass ``play()`` " +"nicht sofort angewendet wird. Stattdessen wird es das nächste Mal " +"angewendet, wenn der :ref:`AnimationPlayer ` " +"verarbeitet wird. Das kann dazu führen, dass im nächsten Frame ein " +"\"Glitch\"-Frame entsteht, in dem die Property-Änderung angewendet wurde, " +"die Animation aber nicht. Sollte sich dies als Problem herausstellen, können " +"Sie nach dem Aufruf von ``play()`` die Methode ``advance(0)`` aufrufen, um " +"die Animation sofort zu aktualisieren." msgid "Summary" msgstr "Zusammenfassung" -#, fuzzy msgid "" "These examples illustrate the two classes you can use in Godot for 2D " "animation. ``AnimationPlayer`` is a bit more complex than " @@ -371,13 +363,13 @@ msgid "" "``AnimationPlayer`` can also be used with an ``AnimatedSprite2D``. " "Experiment to see what works best for your needs." msgstr "" -"Diese Beispiele veranschaulichen die beiden Klassen, die Sie in Godot für 2D " -"Animationen verwenden können. ``AnimationPlayer`` ist etwas komplexer als " -"``AnimatedSprite``, bietet jedoch zusätzliche Funktionen, da Sie auch andere " -"Eigenschaften wie Position oder Skalierung animieren können. Die Klasse " -"``AnimationPlayer`` kann auch mit einem ``AnimatedSprite`` verwendet werden. " -"Experimentieren Sie um herauszufinden, was für Ihre Anforderungen am besten " -"geeignet ist." +"Diese Beispiele illustrieren die beiden Klassen, die Sie in Godot für 2D-" +"Animation verwenden können. ``AnimationPlayer`` ist etwas komplexer als " +"``AnimatedSprite2D``, bietet aber zusätzliche Funktionalität, da man auch " +"andere Properties wie Position oder Skalierung animieren kann. Die Klasse " +"``AnimationPlayer`` kann auch mit einem ``AnimatedSprite2D`` verwendet " +"werden. Experimentieren Sie, um zu sehen, was für Ihre Bedürfnisse am besten " +"funktioniert." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po index c4ecee094f..79cde7fc3b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po index 5d308f05d0..f0f45802c5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,8 +97,8 @@ msgid "" "**Transitions**: We may want visual effects used for transitions (fades, " "blends) to remain at a fixed screen location." msgstr "" -"**Übergänge**: Übergangseffekte (Ein-/Ausblendungen, Bildüberlagerungen) " -"bleiben üblicherweise ebenso auf einer festen Position." +"**Übergänge**: Übergangseffekte (Fading, Blending) bleiben üblicherweise " +"ebenso auf einer festen Position." msgid "How to solve these problems in a single scene tree?" msgstr "Wie lassen sich diese Probleme in einem einzigen Szenenbaum lösen?" @@ -116,8 +116,8 @@ msgid "" "the UI to be fixed in screen-space while our view on the game world changes." msgstr "" "Die Antwort ist :ref:`CanvasLayer `, ein Node, der eine " -"separate 2D-Ebene zum Zeichnen seiner untergeordneten Nodes bietet. Nodes " -"unter dem (Haupt-)Viewport werden grundsätzlich auf Ebene \"0\" gezeichnet, " +"separate 2D-Ebene zum Zeichnen seiner untergeordneten Nodes bietet. Child-" +"Nodes des Viewports werden grundsätzlich auf Ebene \"0\" gezeichnet, " "wohingegen ein CanvasLayer auf jeder beliebigen Ebene sein kann. Ebenen mit " "einer höheren Nummer liegen über jenen mit einer kleineren. CanvasLayers " "besitzen jeweils eigene Transformationsanpassungen und sind nicht von denen " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index f61a53ae89..bfecf40edd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,25 +18,24 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Custom drawing in 2D" -msgstr "benutzerdefiniertes Zeichnen in 2D" +msgstr "Manuelles Zeichnen in 2D" msgid "Introduction" msgstr "Einführung" #, fuzzy msgid "" -"Godot has nodes to draw sprites, polygons, particles, and all sorts of " -"stuff. For most cases, this is enough. If there's no node to draw something " -"specific you need, you can make any 2D node (for example, :ref:`Control " -"` or :ref:`Node2D ` based) draw custom commands." +"Godot has nodes to draw sprites, polygons, particles, text, and many other " +"common game development needs. However, if you need something specific not " +"covered with the standard nodes you can make any 2D node (for example, :ref:" +"`Control ` or :ref:`Node2D `-based) draw on " +"screen using custom commands." msgstr "" -"Godot hat Nodes um Sprites, Polygone, Partikel und alles Mögliche zu " -"zeichnen. In den meisten Fällen reicht dies aus, aber nicht immer. Bevor Sie " -"vor Angst, Wut und Verzweiflung weinen, weil ein Node zum Zeichnen dieses " -"bestimmten *Etwas* nicht existiert ... wäre es gut zu wissen, wie einfach es " -"ist jeden 2D-Node (sei es :ref:`Control `oder :ref:`Node2D " -"`basiert) dazu zu bringen benutzerdefinierte Befehle zu " -"zeichnen. Es ist *wirklich* einfach dies zu tun." +"Godot hat Nodes, um Sprites, Polygone, Partikel und alles Mögliche zu " +"zeichnen. Für die meisten Fälle ist das ausreichend. Wenn es keinen Node " +"gibt, der etwas Bestimmtes zeichnet, das Sie brauchen, können Sie jeden 2D-" +"Node (z. B. auf Basis von :ref:`Control ` oder :ref:`Node2D " +"`) dazu bringen, eigene Dinge zu zeichnen." msgid "" "Custom drawing in a 2D node is *really* useful. Here are some use cases:" @@ -49,25 +48,18 @@ msgid "" "trails or a special animated polygon." msgstr "" "Zeichnen von Formen oder Logik, die vorhandene Nodes nicht leisten können, " -"z. B. ein Bild mit Spuren oder ein spezielles animiertes Polygon." +"z. B. ein Bild mit Trails oder ein spezielles animiertes Polygon." +#, fuzzy msgid "" -"Visualizations that are not that compatible with nodes, such as a tetris " -"board. (The tetris example uses a custom draw function to draw the blocks.)" +"Drawing a large number of simple objects, such as a grid or a board for a 2d " +"game. Custom drawing avoids the overhead of using a large number of nodes, " +"possibly lowering memory usage and improving performance." msgstr "" -"Visualisierungen, die nicht so kompatibel mit Nodes sind, wie zum Beispiel " -"ein Tetris-Brett. (Das Tetris-Beispiel verwendet eine benutzerdefinierte " -"Zeichenfunktion, um die Blöcke zu zeichnen.)" - -msgid "" -"Drawing a large number of simple objects. Custom drawing avoids the overhead " -"of using a large number of nodes, possibly lowering memory usage and " -"improving performance." -msgstr "" -"Zeichnen einer großen Anzahl einfacher Objekte. Durch benutzerdefinierte " -"Zeichnungen wird der Overhead für die Verwendung großer Anzahlen von Nodes " -"vermieden, wodurch sich die Speichernutzung verringert und möglicherweise " -"schneller wird." +"Zeichnen einer großen Anzahl einfacher Objekte. Durch manuelles Zeichnen " +"wird der Overhead für die Verwendung großer Anzahlen von Nodes vermieden, " +"wodurch sich die Speichernutzung verringert und möglicherweise schneller " +"wird." msgid "" "Making a custom UI control. There are plenty of controls available, but when " @@ -80,19 +72,22 @@ msgstr "" msgid "Drawing" msgstr "Zeichnen" +#, fuzzy msgid "" "Add a script to any :ref:`CanvasItem ` derived node, like :" "ref:`Control ` or :ref:`Node2D `. Then override " -"the ``_draw()`` function." +"the :ref:`_draw()` function." msgstr "" "Fügen Sie ein Skript zu einem beliebigen von :ref:`CanvasItem " "` abgeleiteten Node hinzu, wie zum Beispiel :ref:`Control " "` oder :ref:`Node2D `. Überschreiben Sie dann " "die Funktion ``_draw()``." +#, fuzzy msgid "" "Draw commands are described in the :ref:`CanvasItem ` " -"class reference. There are plenty of them." +"class reference. There are plenty of them and we will see some of them in " +"the examples below." msgstr "" "Es gibt viele Zeichenbefehle, die alle in der Klassenreferenz :ref:" "`CanvasItem ` beschrieben werden." @@ -100,9 +95,11 @@ msgstr "" msgid "Updating" msgstr "Aktualisieren" +#, fuzzy msgid "" -"The ``_draw()`` function is only called once, and then the draw commands are " -"cached and remembered, so further calls are unnecessary." +"The :ref:`_draw ` function is only " +"called once, and then the draw commands are cached and remembered, so " +"further calls are unnecessary." msgstr "" "Die Funktion ``_draw()`` wird nur einmal aufgerufen , womit dann die " "Zeichenbefehle gecached und zwischengespeichert werden, sodass weitere " @@ -110,339 +107,91 @@ msgstr "" #, fuzzy msgid "" -"If re-drawing is required because a state or something else changed, call :" -"ref:`CanvasItem.queue_redraw() ` in " -"that same node and a new ``_draw()`` call will happen." +"If re-drawing is required because a variable or something else changed, " +"call :ref:`CanvasItem.queue_redraw ` " +"in that same node and a new ``_draw()`` call will happen." msgstr "" -"Wenn ein erneutes Zeichnen erforderlich ist, weil sich ein Status oder etwas " -"anderes geändert hat, rufen Sie :ref:`CanvasItem.update() " -"` in demselben Node auf und ein neuer " -"``_draw()`` Aufruf wird ausgeführt." +"Wenn ein erneutes Zeichnen erforderlich ist, weil sich ein Zustand oder " +"etwas anderes geändert hat, rufen Sie :ref:`CanvasItem.queue_redraw() " +"` in demselben Node auf und ein neuer " +"``_draw()``-Aufruf wird erfolgen." msgid "" -"Here is a little more complex example, a texture variable that will be " -"redrawn if modified:" +"Here is a little more complex example, where we have a texture variable that " +"can be modified at any time, and using a :ref:" +"`setter`, it forces a redraw of the " +"texture when modified:" +msgstr "" + +msgid "" +"To see it in action, you can set the texture to be the Godot icon on the " +"editor by dragging and dropping the default ``icon.svg`` from the " +"``FileSystem`` tab to the Texture property on the ``Inspector`` tab. When " +"changing the ``Texture`` property value while the previous script is " +"running, the texture will also change automatically." msgstr "" -"Hier ist ein etwas komplexeres Beispiel, eine Texturvariable, die bei " -"Änderung neu gezeichnet wird:" #, fuzzy msgid "" -"In some cases, it may be desired to draw every frame. For this, call " -"``queue_redraw()`` from the ``_process()`` callback, like this:" +"In some cases, we may need to redraw every frame. For this, call :ref:" +"`queue_redraw ` from the :ref:" +"`_process ` method, like this:" msgstr "" -"In einigen Fällen kann es wünschenswert sein jedes Frame zu zeichnen. Rufen " -"Sie dazu einfach ``update()`` aus dem ``_process()`` Rückruf auf:" +"In einigen Fällen kann es erwünscht sein, jedes Frame zu zeichnen. Dazu " +"rufen Sie ``queue_redraw()`` aus dem ``_process()``-Callback auf, etwa so:" -msgid "Coordinates" -msgstr "Koordinaten" +#, fuzzy +msgid "Coordinates and line width alignment" +msgstr "Code erstellt ein Dreieck mit Indizes" +#, fuzzy msgid "" "The drawing API uses the CanvasItem's coordinate system, not necessarily " -"pixel coordinates. Which means it uses the coordinate space created after " -"applying the CanvasItem's transform. Additionally, you can apply a custom " -"transform on top of it by using :ref:" +"pixel coordinates. This means ``_draw()`` uses the coordinate space created " +"after applying the CanvasItem's transform. Additionally, you can apply a " +"custom transform on top of it by using :ref:" "`draw_set_transform` or :ref:" "`draw_set_transform_matrix`." msgstr "" - -msgid "" -"When using ``draw_line``, you should consider the width of the line. When " -"using a width that is an odd size, the position should be shifted by ``0.5`` " -"to keep the line centered as shown below." -msgstr "" - -msgid "The same applies to the ``draw_rect`` method with ``filled = false``." -msgstr "" - -msgid "An example: drawing circular arcs" -msgstr "Beispiel: Kreisbögen zeichnen" - -msgid "" -"We will now use the custom drawing functionality of the Godot Engine to draw " -"something that Godot doesn't provide functions for. As an example, Godot " -"provides a ``draw_circle()`` function that draws a whole circle. However, " -"what about drawing a portion of a circle? You will have to code a function " -"to perform this and draw it yourself." -msgstr "" -"Wir werden jetzt die benutzerdefinierte Zeichenfunktion der Godot Engine " -"verwenden um etwas zu zeichnen für das Godot keine Funktionen bereitstellt. " -"Als Beispiel bietet Godot eine Funktion ``draw_circle()`` die einen ganzen " -"Kreis zeichnet. Was ist jedoch mit dem Zeichnen eines Teils eines Kreises? " -"Sie müssen eine Funktion schreiben um dies auszuführen und selbst zeichnen." - -msgid "Arc function" -msgstr "Bogen-Funktion" - -msgid "" -"An arc is defined by its support circle parameters, that is, the center " -"position and the radius. The arc itself is then defined by the angle it " -"starts from and the angle at which it stops. These are the 4 arguments that " -"we have to provide to our drawing function. We'll also provide the color " -"value, so we can draw the arc in different colors if we wish." -msgstr "" -"Ein Bogen wird durch seine Kreisparameter definiert, d.h. den Mittelpunkt " -"und den Radius. Der Bogen selbst wird dann durch den Winkel definiert bei " -"dem er beginnt und durch den Winkel bei dem er stoppt. Dies sind die 4 " -"Argumente, die wir für unsere Zeichenfunktion angeben müssen. Wir geben auch " -"den Farbwert an, damit wir den Bogen auf Wunsch in verschiedenen Farben " -"zeichnen können." - -msgid "" -"Basically, drawing a shape on the screen requires it to be decomposed into a " -"certain number of points linked from one to the next. As you can imagine, " -"the more points your shape is made of, the smoother it will appear, but the " -"heavier it will also be in terms of processing cost. In general, if your " -"shape is huge (or in 3D, close to the camera), it will require more points " -"to be drawn without it being angular-looking. On the contrary, if your shape " -"is small (or in 3D, far from the camera), you may decrease its number of " -"points to save processing costs; this is known as *Level of Detail (LOD)*. " -"In our example, we will simply use a fixed number of points, no matter the " -"radius." -msgstr "" -"Grundsätzlich erfordert das Zeichnen einer Form auf dem Bildschirm, dass sie " -"in eine bestimmte Anzahl von Punkten zerlegt wird, die von einem zum " -"nächsten verknüpft sind. Wie Sie sich vorstellen können, wird Ihre Form umso " -"glatter, je mehr Punkte sie enthält, aber desto schlechter wird sie auch in " -"Bezug auf die Prozessorleistung. Wenn Ihre Form sehr groß ist (oder in 3D in " -"der Nähe der Kamera), müssen im Allgemeinen mehr Punkte gezeichnet werden, " -"damit sie nicht eckig aussieht. Im Gegensatz dazu, wenn Ihre Form klein ist " -"(oder in 3D, weit von der Kamera entfernt), können Sie die Anzahl der Punkte " -"verringern, um Prozessorkosten zu sparen. Dies wird als *Level of Detail " -"(LOD)* bezeichnet. In unserem Beispiel verwenden wir einfach eine feste " -"Anzahl von Punkten, unabhängig vom Radius." +"Die Zeichen-API verwendet das Koordinatensystem des CanvasItems, nicht " +"unbedingt Pixelkoordinaten. Das bedeutet, dass sie den Koordinatenraum " +"verwendet, der nach der Anwendung der CanvasItem-Transformation entsteht. " +"Zusätzlich können Sie eine benutzerdefinierte Transformation darauf " +"anwenden, indem Sie :ref:" +"`draw_set_transform` oder :ref:" +"`draw_set_transform_matrix` " +"verwenden." #, fuzzy msgid "" -"Remember the number of points our shape has to be decomposed into? We fixed " -"this number in the ``nb_points`` variable to a value of ``32``. Then, we " -"initialize an empty ``PackedVector2Array``, which is simply an array of " -"``Vector2``\\ s." +"When using :ref:`draw_line `, you should " +"consider the width of the line. When using a width that is an odd size, the " +"position of the start and end points should be shifted by ``0.5`` to keep " +"the line centered, as shown below." msgstr "" -"Erinnern Sie sich an die Anzahl der Punkte, in die unsere Form zerlegt " -"werden muss? Wir haben diese Zahl in der Variablen ``nb_points`` auf einen " -"Wert von ``32`` festgelegt. Dann initialisieren wir ein leeres " -"``PoolVector2Array`` das einfach ein Array von ``Vector2`` ist." - -msgid "" -"The next step consists of computing the actual positions of these 32 points " -"that compose an arc. This is done in the first for-loop: we iterate over the " -"number of points for which we want to compute the positions, plus one to " -"include the last point. We first determine the angle of each point, between " -"the starting and ending angles." -msgstr "" -"Der nächste Schritt besteht darin die tatsächlichen Positionen dieser 32 " -"Punkte zu berechnen, aus denen ein Bogen besteht. Dies geschieht in der " -"ersten for-Schleife: Wir iterieren über die Anzahl der Punkte, für die wir " -"die Positionen berechnen möchten, plus einen Punkt, der den letzten Punkt " -"enthält. Wir bestimmen zuerst den Winkel jedes Punktes zwischen dem Start- " -"und dem Endwinkel." +"Wenn Sie ``draw_line`` benutzen, sollten Sie die Breite der Linie " +"berücksichtigen. Wenn Sie eine ungerade Breite verwenden, sollte die " +"Position um ``0.5`` verschoben werden, damit die Linie zentriert bleibt, wie " +"unten gezeigt." #, fuzzy msgid "" -"The reason why each angle is decreased by 90° is that we will compute 2D " -"positions out of each angle using trigonometry (you know, cosine and sine " -"stuff...). However, ``cos()`` and ``sin()`` use radians, not degrees. The " -"angle of 0° (0 radian) starts at 3 o'clock, although we want to start " -"counting at 12 o'clock. So we decrease each angle by 90° in order to start " -"counting from 12 o'clock." -msgstr "" -"Der Grund, warum jeder Winkel um 90 ° verringert wird besteht darin, dass " -"wir aus jedem Winkel mithilfe der Trigonometrie 2D-Positionen berechnen (Sie " -"wissen, Sinus und Cosinus ...). Um es einfacher zu machen, verwenden " -"``sin()`` und ``cos()`` Bogenmaß, nicht Grad. Der Winkel von 0 ° (0 " -"Bogenmaß) beginnt bei 3 Uhr, obwohl wir bei 12 Uhr mit dem Zählen beginnen " -"möchten. Also verringern wir jeden Winkel um 90 ° um bei 12 Uhr mit dem " -"Zählen zu beginnen." +"The same applies to the :ref:`draw_rect ` " +"method with ``filled = false``." +msgstr "Dasselbe gilt für die Methode ``draw_rect`` mit ``filled = false``." -#, fuzzy -msgid "" -"The actual position of a point located on a circle at angle ``angle`` (in " -"radians) is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` " -"and ``sin()`` return values between -1 and 1, the position is located on a " -"circle of radius 1. To have this position on our support circle, which has a " -"radius of ``radius``, we simply need to multiply the position by ``radius``. " -"Finally, we need to position our support circle at the ``center`` position, " -"which is performed by adding it to our ``Vector2`` value. Finally, we insert " -"the point in the ``PackedVector2Array`` which was previously defined." -msgstr "" -"Die tatsächliche Position eines Punktes auf einem Kreis im Winkel ``angle`` " -"(im Bogenmaß) wird durch ``Vector2(cos(angle), sin(angle))`` angegeben. Da " -"``sin()`` und ``cos()`` Werte zwischen -1 und 1 zurückliefern, befindet sich " -"die Position auf einem Kreis mit Radius 1. Um diese Position auf unserem " -"Hilfskreis zu haben, der einen Radius von ``radius`` hat, müssen wir einfach " -"die Position mit ``radius`` multiplizieren. Schließlich müssen wir unseren " -"Hilfskreis an der Position ``center`` positionieren, indem wir ihn zu " -"unserem Wert ``Vector2`` hinzufügen. Schließlich fügen wir den Punkt in das " -"zuvor definierte ``PoolVector2Array`` ein." - -msgid "" -"Now, we need to actually draw our points. As you can imagine, we will not " -"simply draw our 32 points: we need to draw everything that is between each " -"of them. We could have computed every point ourselves using the previous " -"method, and drew it one by one. But this is too complicated and inefficient " -"(except if explicitly needed), so we simply draw lines between each pair of " -"points. Unless the radius of our support circle is big, the length of each " -"line between a pair of points will never be long enough to see them. If that " -"were to happen, we would simply need to increase the number of points." -msgstr "" -"Jetzt müssen wir tatsächlich unsere Punkte zeichnen. Wie Sie sich vorstellen " -"können, werden wir nicht einfach unsere 32 Punkte zeichnen, wir müssen auch " -"überall dazwischen zeichnen. Wir hätten jeden Punkt mit der vorherigen " -"Methode selbst berechnen und einzeln nacheinander zeichnen können. Dies ist " -"jedoch zu kompliziert und ineffizient (außer wenn dies ausdrücklich " -"erforderlich ist), sodass wir einfach Linien zwischen jedem Punktepaar " -"ziehen. Wenn der Radius unseres Hilfskreises nicht groß ist, wird die Länge " -"jeder Linie zwischen zwei Punkten niemals lang genug sein, um sie zu sehen. " -"Falls doch, müssten wir lediglich die Anzahl der Punkte erhöhen." - -msgid "Draw the arc on the screen" -msgstr "Zeichne den Bogen auf dem Bildschirm" - -msgid "" -"We now have a function that draws stuff on the screen; it is time to call it " -"inside the ``_draw()`` function:" -msgstr "" -"Wir haben jetzt eine Funktion die etwas auf dem Bildschirm zeichnet; es wird " -"Zeit sie innerhalb der ``_draw()`` Funktion aufzurufen:" - -msgid "Result:" -msgstr "Ergebnis:" - -msgid "Arc polygon function" -msgstr "Bogenpolygon-Funktion" - -msgid "" -"We can take this a step further and not only write a function that draws the " -"plain portion of the disc defined by the arc, but also its shape. The method " -"is exactly the same as before, except that we draw a polygon instead of " -"lines:" -msgstr "" -"Wir können noch einen Schritt weiter gehen und nicht nur eine Funktion " -"schreiben, die den durch den Bogen definierten Teil der Scheibe zeichnet, " -"sondern auch deren gesamte Form. Die Methode ist genau die gleiche wie " -"zuvor, außer dass wir anstelle von Linien ein Polygon zeichnen:" - -msgid "Dynamic custom drawing" -msgstr "Dynamische benutzerdefinierte Zeichnung" - -msgid "" -"All right, we are now able to draw custom stuff on the screen. However, it " -"is static; let's make this shape turn around the center. The solution to do " -"this is simply to change the angle_from and angle_to values over time. For " -"our example, we will simply increment them by 50. This increment value has " -"to remain constant or else the rotation speed will change accordingly." -msgstr "" -"In Ordnung, wir können jetzt benutzerdefinierte Inhalte auf dem Bildschirm " -"zeichnen. Es ist jedoch statisch; Lassen Sie uns diese Form um den " -"Mittepunkt drehen. Die Lösung hierfür besteht einfach darin, die Werte " -"angle_from und angle_to im Laufe der Zeit zu ändern. In unserem Beispiel " -"erhöhen wir sie einfach um 50. Dieser Inkrementwert muss konstant bleiben, " -"sonst ändert sich die Drehzahl entsprechend." - -msgid "" -"First, we have to make both angle_from and angle_to variables global at the " -"top of our script. Also note that you can store them in other nodes and " -"access them using ``get_node()``." -msgstr "" -"Zuerst müssen wir die Variablen angle_from und angle_to oben in unserem " -"Skript global anlegen. Beachten Sie auch, dass Sie sie in anderen Nodes " -"speichern und mit ``get_node()`` darauf zugreifen können." - -msgid "We make these values change in the _process(delta) function." -msgstr "Wir ändern diese Werte in der Funktion _process(delta)." - -msgid "" -"We also increment our angle_from and angle_to values here. However, we must " -"not forget to ``wrap()`` the resulting values between 0 and 360°! That is, " -"if the angle is 361°, then it is actually 1°. If you don't wrap these " -"values, the script will work correctly, but the angle values will grow " -"bigger and bigger over time until they reach the maximum integer value Godot " -"can manage (``2^31 - 1``). When this happens, Godot may crash or produce " -"unexpected behavior." -msgstr "" -"Wir erhöhen hier auch unsere Werte angle_from und angle_to. Wie dem auch " -"sei, wir dürfen jedoch nicht vergessen, die resultierenden Werte zwischen 0 " -"und 360 ° zu begrenzen (``wrap()``)! Das heißt, wenn der Winkel 361 ° " -"beträgt, ist er tatsächlich 1 °. Wenn Sie diese Werte nicht begrenzen, " -"funktioniert das Skript trotzdem korrekt, aber die Winkelwerte werden mit " -"der Zeit immer größer, bis sie den maximalen ganzzahligen Wert erreichen, " -"den Godot verwalten kann (``2 ^ 31 - 1``). In diesem Fall kann Godot " -"abstürzen oder unerwartetes Verhalten hervorrufen." - -#, fuzzy -msgid "" -"Finally, we must not forget to call the ``queue_redraw()`` function, which " -"automatically calls ``_draw()``. This way, you can control when you want to " -"refresh the frame." -msgstr "" -"Schließlich dürfen wir nicht vergessen, die Funktion ``update()`` " -"aufzurufen, die automatisch ``_draw()`` aufruft. Auf diese Weise können Sie " -"steuern, wann Sie den Frame aktualisieren möchten." - -msgid "" -"Also, don't forget to modify the ``_draw()`` function to make use of these " -"variables:" -msgstr "" -"Ebenso bitte nicht vergessen die Funktion ``_draw()`` zu ändern, damit diese " -"Variablen genutzt werden:" - -msgid "" -"Let's run! It works, but the arc is rotating insanely fast! What's wrong?" -msgstr "" -"Startet das Programm! Es läuft, aber der Bogen dreht sich wahnsinnig " -"schnell! Was ist Falsch?" - -msgid "" -"The reason is that your GPU is actually displaying the frames as fast as it " -"can. We need to \"normalize\" the drawing by this speed; to achieve that, we " -"have to make use of the ``delta`` parameter of the ``_process()`` function. " -"``delta`` contains the time elapsed between the two last rendered frames. It " -"is generally small (about 0.0003 seconds, but this depends on your " -"hardware), so using ``delta`` to control your drawing ensures that your " -"program runs at the same speed on everybody's hardware." -msgstr "" -"Der Grund ist, dass Ihre GPU die Frames tatsächlich so schnell wie möglich " -"anzeigt. Wir müssen das Zeichnen mit dieser Geschwindigkeit " -"\"normalisieren\"; Um dies zu erreichen, müssen wir den Parameter ``delta`` " -"der Funktion ``_process()`` verwenden. ``delta`` enthält die Zeit, die " -"zwischen den beiden zuletzt gerenderten Frames vergangen ist. Es ist im " -"Allgemeinen klein (ungefähr 0,0003 Sekunden, dies hängt jedoch von Ihrer " -"Hardware ab). Wenn Sie also ``delta`` zur Steuerung für das Zeichnen " -"verwenden, stellen Sie sicher, dass Ihr Programm auf der Hardware aller " -"Benutzer mit der gleichen Geschwindigkeit ausgeführt wird." - -msgid "" -"In our case, we simply need to multiply our ``rotation_angle`` variable by " -"``delta`` in the ``_process()`` function. This way, our 2 angles will be " -"increased by a much smaller value, which directly depends on the rendering " -"speed." -msgstr "" -"In unserem Fall müssen wir einfach unsere Variable ``rotation_angle`` mit " -"``delta`` in der Funktion ``_process()`` multiplizieren. Auf diese Weise " -"werden unsere 2 Winkel um einen viel kleineren Wert vergrößert, der direkt " -"von der Rendergeschwindigkeit abhängt." - -msgid "Let's run again! This time, the rotation displays fine!" -msgstr "" -"Starte das Programm noch einmal! Diesmal wird die Drehung korrekt angezeigt!" - -#, fuzzy msgid "Antialiased drawing" -msgstr "**Anti-Aliasing:**" +msgstr "Zeichnen mit Anti-Aliasing" -#, fuzzy msgid "" "Godot offers method parameters in :ref:" "`draw_line` to enable antialiasing, but " "not all custom drawing methods offer this ``antialiased`` parameter." msgstr "" -"Godot bietet Methodenparameter in :ref:" -"`draw_line` an, um Antialiasing zu " -"aktivieren, aber es funktioniert nicht in allen Situationen zuverlässig (zum " -"Beispiel auf Mobil-/Web-Plattformen oder wenn HDR aktiviert ist). Es ist " -"auch kein ``antialiased`` Parameter in :ref:" -"`draw_polygon` verfügbar." +"Godot bietet Methodenparameter in :ref:`draw_line " +"` an, um Antialiasing zu aktivieren, aber " +"nicht alle benutzerdefinierten Zeichenmethoden bieten diesen ``antialiased``-" +"Parameter an." msgid "" "For custom drawing methods that don't provide an ``antialiased`` parameter, " @@ -451,19 +200,453 @@ msgid "" "cost and only on specific elements. See :ref:`doc_2d_antialiasing` for more " "information." msgstr "" +"Für benutzerdefinierte Zeichenmethoden, die keinen Parameter " +"``Antialiasing`` zur Verfügung stellen, können Sie stattdessen 2D MSAA " +"aktivieren, was das Rendering im gesamten Viewport beeinflusst. Dies bietet " +"qualitativ hochwertiges Antialiasing, aber zu höheren Performancekosten und " +"nur für bestimmte Elemente. Siehe :ref:`doc_2d_antialiasing` für weitere " +"Informationen." + +msgid "" +"Here is a comparison of a line of minimal width (``width=-1``) drawn with " +"``antialiased=false``, ``antialiased=true``, and ``antialiased=false`` with " +"2D MSAA 2x, 4x, and 8x enabled." +msgstr "" msgid "Tools" msgstr "Tools" +#, fuzzy msgid "" "Drawing your own nodes might also be desired while running them in the " "editor. This can be used as a preview or visualization of some feature or " -"behavior. See :ref:`doc_running_code_in_the_editor` for more information." +"behavior." msgstr "" "Das Zeichnen eigener Nodes kann auch erwünscht sein, wenn Sie diese im " "Editor ausführen, um sie als Vorschau oder Visualisierung eines Features " "oder eines Verhaltens zu verwenden. Unter :ref:" "`doc_running_code_in_the_editor` finden sie weitere Informationen." +msgid "" +"To do this, you can use the :ref:`tool annotation` " +"on both GDScript and C#. See :ref:`the example " +"below` and :ref:" +"`doc_running_code_in_the_editor` for more information." +msgstr "" + +#, fuzzy +msgid "Example 1: drawing a custom shape" +msgstr "" +"Hier ist ein Beispiel zum Erstellen eines benutzerdefinierten Datentyps:" + +#, fuzzy +msgid "" +"We will now use the custom drawing functionality of the Godot Engine to draw " +"something that Godot doesn't provide functions for. We will recreate the " +"Godot logo but with code- only using drawing functions." +msgstr "" +"Wir werden jetzt die benutzerdefinierte Zeichenfunktion der Godot Engine " +"verwenden, um etwas zu zeichnen, für das Godot keine Funktionen " +"bereitstellt. Als Beispiel bietet Godot eine Funktion ``draw_circle()``, die " +"einen ganzen Kreis zeichnet. Was ist jedoch mit dem Zeichnen eines Teils " +"eines Kreises? Sie müssen eine Funktion schreiben um dies auszuführen und " +"selbst zeichnen." + +msgid "You will have to code a function to perform this and draw it yourself." +msgstr "" + +msgid "" +"The following instructions use a fixed set of coordinates that could be too " +"small for high resolution screens (larger than 1080p). If that is your case, " +"and the drawing is too small consider increasing your window scale in ``Menu " +"> Project > Project settings > display/window/stretch/scale`` to adjust the " +"project to a higher resolution (a 2 or 4 scale tends to work well)." +msgstr "" + +#, fuzzy +msgid "Drawing a custom polygon shape" +msgstr "" +"Zeichnen einer benutzerdefinierten Kollision für eine komplexe Tile-Shape" + +msgid "" +"While there is a dedicated node to draw custom polygons ( :ref:`Polygon2D " +"`), we will use in this case exclusively lower level " +"drawing functions to combine them on the same node and be able to create " +"more complex shapes later on." +msgstr "" + +msgid "" +"First, we will define a set of points -or X and Y coordinates- that will " +"form the base of our shape:" +msgstr "" + +msgid "" +"This format, while compact, is not the one that Godot understands to draw a " +"polygon. In a different scenario we could have to load these coordinates " +"from a file or calculate the positions while the application is running, so " +"some transformation may be needed." +msgstr "" + +msgid "" +"To transform these coordinates into the right format, we will create a new " +"method ``float_array_to_Vector2Array()``. Then we will override the " +"``_ready()`` function, which Godot will call only once -at the start of the " +"execution- to load those coordinates into a variable:" +msgstr "" + +msgid "" +"To finally draw our first shape, we will use the method :ref:`draw_polygon " +"` and pass the points (as an array of " +"Vector2 coordinates) and its color, like this:" +msgstr "" + +#, fuzzy +msgid "When running it you should see something like this:" +msgstr "Die resultierende Animation sollte in etwa so aussehen:" + +msgid "" +"Note the lower part of the logo looks segmented- this is because a low " +"amount of points were used to define that part. To simulate a smooth curve, " +"we could add more points to our array, or maybe use a mathematical function " +"to interpolate a curve and create a smooth shape from code (see :ref:" +"`example 2`)." +msgstr "" + +msgid "" +"Polygons will always **connect its last defined point to its first one** in " +"order to have a closed shape." +msgstr "" + +#, fuzzy +msgid "Drawing connected lines" +msgstr "Verbindungen verwalten" + +msgid "" +"Drawing a sequence of connected lines that don't close down to form a " +"polygon is very similar to the previous method. We will use a connected set " +"of lines to draw Godot's logo mouth." +msgstr "" + +msgid "" +"First, we will define the list of coordinates that form the mouth shape, " +"like this:" +msgstr "" + +msgid "" +"We will load these coordinates into a variable and define an additional " +"variable with the configurable line thickness:" +msgstr "" + +msgid "" +"And finally we will use the method :ref:`draw_polyline " +"` to actually draw the line, like " +"this:" +msgstr "" + +#, fuzzy +msgid "You should get the following output:" +msgstr "Diese Dateien sollten Folgendes enthalten:" + +msgid "" +"Unlike ``draw_polygon()``, polylines can only have a single unique color for " +"all its points (the second argument). This method has 2 additional " +"arguments: the width of the line (which is as small as possible by default) " +"and enabling or disabling the anti-aliasing (it is disabled by default)." +msgstr "" + +msgid "" +"The order of the ``_draw`` calls is important- like with the Node positions " +"on the tree hierarchy, the different shapes will be drawn from top to " +"bottom, resulting in the latest shapes hiding earlier ones if they overlap. " +"In this case we want the mouth drawn over the head, so we put it afterwards." +msgstr "" + +msgid "" +"Notice how we can define colors in different ways, either with a hexadecimal " +"code or a predefined color name. Check the class :ref:`Color ` " +"for other constants and ways to define Colors." +msgstr "" + +#, fuzzy +msgid "Drawing circles" +msgstr "Zeichenparameter" + +msgid "" +"To create the eyes, we are going to add 4 additional calls to draw the eye " +"shapes, in different sizes, colors and positions." +msgstr "" + +msgid "" +"To draw a circle, you position it based on its center using the :ref:" +"`draw_circle ` method. The first " +"parameter is a :ref:`Vector2` with the coordinates of its " +"center, the second is its radius, and the third is its color:" +msgstr "" + +#, fuzzy +msgid "When executing it, you should have something like this:" +msgstr "Die resultierende Animation sollte in etwa so aussehen:" + +msgid "" +"For partial, unfilled arcs (portions of a circle shape between certain " +"arbitrary angles), you can use the method :ref:`draw_arc " +"`." +msgstr "" + +#, fuzzy +msgid "Drawing lines" +msgstr "Zeichnen" + +msgid "" +"To draw the final shape (the nose) we will use a line to approximate it." +msgstr "" + +msgid "" +":ref:`draw_line ` can be used to draw a " +"single segment by providing its start and end coordinates as arguments, like " +"this:" +msgstr "" + +#, fuzzy +msgid "You should now be able to see the following shape on screen:" +msgstr "" +"Sie sollten das Modul jetzt unter ``demo/bin/`` finden können." + +msgid "" +"Note that if multiple unconnected lines are going to be drawn at the same " +"time, you may get additional performance by drawing all of them in a single " +"call, using the :ref:`draw_multiline " +"` method." +msgstr "" + +#, fuzzy +msgid "Drawing text" +msgstr "Textformatierung" + +msgid "" +"While using the :ref:`Label ` Node is the most common way to " +"add text to your application, the low level `_draw` function includes " +"functionality to add text to your custom Node drawing. We will use it to add " +"the name \"GODOT\" under the robot head." +msgstr "" + +msgid "" +"We will use the :ref:`draw_string ` " +"method to do it, like this:" +msgstr "" + +msgid "" +"Here we first load into the defaultFont variable the configured default " +"theme font (a custom one can be set instead) and then we pass the following " +"parameters: font, position, text, horizontal alignment, width, and font size." +msgstr "" + +#, fuzzy +msgid "You should see the following on your screen:" +msgstr "Fügen Sie den folgenden Code in Ihr Skript ein:" + +msgid "" +"Additional parameters as well as other methods related to text and " +"characters can be found on the :ref:`CanvasItem ` class " +"reference." +msgstr "" + +msgid "Show the drawing while editing" +msgstr "" + +msgid "" +"While the code so far is able to draw the logo on a running window, it will " +"not show up on the ``2D view`` on the editor. In certain cases you would " +"also like to show your custom Node2D or control on the editor, to position " +"and scale it appropriately, like most other nodes do." +msgstr "" + +msgid "" +"To show the logo directly on the editor (without running it), you can use " +"the :ref:`@tool` annotation to request the custom " +"drawing of the node to also appear while editing, like this:" +msgstr "" + +msgid "" +"You will need to save your scene, rebuild your project (for C# only) and " +"reload the current scene manually at the menu option ``Scene > Reload Saved " +"Scene`` to refresh the current node in the ``2D`` view the first time you " +"add or remove the ``@tool`` annotation." +msgstr "" + +msgid "Animation" +msgstr "Animation" + +msgid "" +"If we wanted to make the custom shape change at runtime, we could modify the " +"methods called or its arguments at execution time, or apply a transform." +msgstr "" + +msgid "" +"For example, if we want the custom shape we just designed to rotate, we " +"could add the following variable and code to the ``_ready`` and ``_process`` " +"methods:" +msgstr "" + +msgid "" +"The problem with the above code is that because we have created the points " +"approximately on a rectangle starting from the upper left corner, the ``(0, " +"0)`` coordinate and extending to the right and down, we see that the " +"rotation is done using the top left corner as pivot. A position transform " +"change on the node won't help us here, as the rotation transform is applied " +"first." +msgstr "" + +msgid "" +"While we could rewrite all of the points' coordinates to be centered around " +"``(0, 0)``, including negative coordinates, that would be a lot of work." +msgstr "" + +msgid "" +"One possible way to work around this is to use the lower level :ref:" +"`draw_set_transform` method to " +"fix this issue, translating all points in the CanvasItem's own space, and " +"then moving it back to its original place with a regular node transform, " +"either in the editor or in code, like this:" +msgstr "" + +msgid "This is the result, rotating around a pivot now on ``(60, 60)``:" +msgstr "" + +msgid "" +"If what we wanted to animate was a property inside the ``_draw()`` call, we " +"must remember to call ``queue_redraw()`` to force a refresh, as otherwise it " +"would not be updated on screen." +msgstr "" + +msgid "" +"For example, this is how we can make the robot appear to open and close its " +"mouth, by changing the width of its mouth line follow a sinusoidal (:ref:" +"`sin`) curve:" +msgstr "" + +#, fuzzy +msgid "It will look somewhat like this when run:" +msgstr "Das Schaf wird etwa so aussehen:" + +msgid "" +"Please note that ``_mouth_width`` is a user defined property like any other " +"and it or any other used as a drawing argument can be animated using more " +"standard and high level methods such as a :ref:`Tween` or an :" +"ref:`AnimationPlayer` Node. The only difference is " +"that a ``queue_redraw()`` call is needed to apply those changes so they get " +"shown on screen." +msgstr "" + +#, fuzzy +msgid "Example 2: drawing a dynamic line" +msgstr "Beispiel: Kreisbögen zeichnen" + +msgid "" +"The previous example was useful to learn how to draw and modify nodes with " +"custom shapes and animations. This could have some advantages, such as using " +"exact coordinates and vectors for drawing, rather than bitmaps -which means " +"they will scale well when transformed on screen. In some cases, similar " +"results could be achieved composing higher level functionality with nodes " +"such as :ref:`sprites` or :ref:" +"`AnimatedSprites` loading SVG resources (which are " +"also images defined with vectors) and the :ref:" +"`AnimationPlayer` node." +msgstr "" + +msgid "" +"In other cases that will not be possible because we will not know what the " +"resulting graphical representation will be before running the code. Here we " +"will see how to draw a dynamic line whose coordinates are not known " +"beforehand, and are affected by the user's input." +msgstr "" + +#, fuzzy +msgid "Drawing a straight line between 2 points" +msgstr "" +"Erstellen Sie neue Punkte, indem Sie auf eine Linie zwischen zwei Punkten " +"klicken und diese ziehen." + +msgid "" +"Let's assume we want to draw a straight line between 2 points, the first one " +"will be fixed on the upper left corner ``(0, 0)`` and the second will be " +"defined by the cursor position on screen." +msgstr "" + +msgid "We could draw a dynamic line between those 2 points like this:" +msgstr "" + +msgid "" +"In this example we obtain the position of the mouse in the default viewport " +"every frame with the method :ref:`get_mouse_position " +"`. If the position has changed " +"since the last draw request (a small optimization to avoid redrawing on " +"every frame)- we will schedule a redraw. Our ``_draw()`` method only has one " +"line: requesting the drawing of a green line of width 10 pixels between the " +"top left corner and that obtained position." +msgstr "" + +#, fuzzy +msgid "" +"The width, color, and position of the starting point can be configured with " +"with the corresponding properties." +msgstr "" +"Das Ergebnis der Wegfindung kann mit den folgenden Propertys beeinflusst " +"werden." + +#, fuzzy +msgid "It should look like this when run:" +msgstr "Das Ergebnis sollte wie folgt aussehen:" + +msgid "Drawing an arc between 2 points" +msgstr "" + +msgid "" +"The above example works, but we may want to join those 2 points with a " +"different shape or function, other than a straight line." +msgstr "" + +msgid "" +"Let's try now creating an arc (a portion of a circumference) between both " +"points." +msgstr "" + +msgid "" +"Exporting the line starting point, segments, width, color, and antialiasing " +"will allow us to modify those properties very easily directly from the " +"editor inspector panel:" +msgstr "" + +msgid "" +"To draw the arc, we can use the method :ref:" +"`draw_arc`. There are many arcs that pass " +"through 2 points, so we will chose for this example the semicircle that has " +"its center in the middle point between the 2 initial points." +msgstr "" + +msgid "Calculating this arc will be more complex than in the case of the line:" +msgstr "" + +msgid "" +"The center of the semicircle will be the middle point between both points. " +"The radius will be half the distance between both points. The start and end " +"angles will be the angles of the vector from point1 to point2 and vice-" +"versa. Note we had to normalize the ``end_angle`` in positive values because " +"if ``end_angle`` is less than ``start_angle``, the arc will be drawn counter-" +"clockwise, which we don't want in this case (the arc would be upside-down)." +msgstr "" + +msgid "" +"The result should be something like this, with the arc going down and " +"between the points:" +msgstr "" + +msgid "" +"Feel free to play with the parameters in the inspector to obtain different " +"results: change the color, the width, the antialiasing, and increase the " +"number of segments to increase the curve smoothness, at the cost of extra " +"performance." +msgstr "" + msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po index e4a29df31f..963f9ef4ea 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index f14979784f..99d6c73139 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,15 +23,12 @@ msgstr "2D-Partikel-Systeme" msgid "Intro" msgstr "Einführung" -#, fuzzy msgid "" "Particle systems are used to simulate complex physical effects, such as " "sparks, fire, magic particles, smoke, mist, etc." msgstr "" -"Es wird ein einfaches (aber für die meisten Anwendungen flexibles) " -"Partikelsystem bereitgestellt. Partikelsysteme werden verwendet, um komplexe " -"physikalische Effekte wie Funken, Feuer, magische Partikel, Rauch, Nebel " -"usw. zu simulieren." +"Partikelsysteme werden verwendet, um komplexe physikalische Effekte wie " +"Funken, Feuer, magische Partikel, Rauch, Nebel usw. zu simulieren." msgid "" "The idea is that a \"particle\" is emitted at a fixed interval and with a " @@ -52,7 +49,6 @@ msgstr "" msgid "Particle nodes" msgstr "Partikel-Nodes" -#, fuzzy msgid "" "Godot provides two different nodes for 2D particles, :ref:" "`class_GPUParticles2D` and :ref:`class_CPUParticles2D`. GPUParticles2D is " @@ -62,19 +58,13 @@ msgid "" "CPUParticles2D may perform better on low-end systems or in GPU-bottlenecked " "situations." msgstr "" -"Godot bietet zwei verschiedene Nodesfür 2D-Partikel, :ref:" -"`class_Particles2D` und :ref:`class_CPUParticles2D`. Particles2D ist " -"fortschrittlicher und nutzt die GPU zur Verarbeitung von Partikeleffekten, " -"aber das beschränkt es auf höherwertige Grafik-APIs, und in unserem Fall auf " -"den GLES3-Renderer. Für Projekte, die das GLES2-Backend verwenden, ist " -"CPUParticles2D eine CPU-gesteuerte Option mit nahezu gleichen Funktionen wie " -"Particles2D, aber geringerer Leistung. Während Particles2D über ein :ref:" -"`class_ParticlesMaterial` (und optional mit einem benutzerdefinierten " -"Smader) konfiguriert wird, werden die passenden Optionen über " -"Knoteneigenschaften in CPUParticles2D bereitgestellt (mit Ausnahme der Trail-" -"Einstellungen). Sie können einen Particles2D-Node in einen CPUParticles2D-" -"Node umwandeln, indem Sie im Inspektor auf den Node klicken und im Menü " -"\"Partikel\" der Symbolleiste \"In CPUParticles2D umwandeln\" wählen." +"Godot bietet zwei verschiedene Nodes für 2D-Partikel, :ref:" +"`class_GPUParticles2D` und :ref:`class_CPUParticles2D`. GPUParticles2D ist " +"fortschrittlicher und nutzt die GPU zur Verarbeitung von Partikeleffekten. " +"CPUParticles2D ist eine CPU-gesteuerte Option mit nahezu gleichen Funktionen " +"wie GPUParticles2D, aber geringerer Performance bei der Verwendung großer " +"Mengen von Partikeln. Auf der anderen Seite kann CPUParticles2D auf Low-End-" +"Systemen oder in Situationen mit GPU-Bottlenecks besser performen." msgid "" "While GPUParticles2D is configured via a :ref:" @@ -82,12 +72,20 @@ msgid "" "matching options are provided via node properties in CPUParticles2D (with " "the exception of the trail settings)." msgstr "" +"Während GPUParticles2D über ein :ref:`class_ParticleProcessMaterial` (und " +"optional mit einem benutzerdefinierten Shader) konfiguriert wird, werden die " +"passenden Optionen über Node-Propertys in CPUParticles2D bereitgestellt (mit " +"Ausnahme der Trail-Einstellungen)." msgid "" "You can convert a GPUParticles2D node into a CPUParticles2D node by clicking " "on the node in the inspector, selecting the 2D viewport, and selecting " "**GPUParticles2D > Convert to CPUParticles2D** in the viewport toolbar." msgstr "" +"Sie können einen GPUParticles2D-Node in einen CPUParticles2D-Node umwandeln, " +"indem Sie auf den Node im Inspektor klicken, den 2D-Viewport auswählen und " +"**GPUParticles2D > Zu CPUParticles2D konvertieren** in der Viewport-Toolbar " +"wählen." msgid "" "The rest of this tutorial is going to use the GPUParticles2D node. First, " @@ -96,30 +94,28 @@ msgid "" "next to your GPUParticles2D node in the scene dock. This is because the node " "needs a ParticleProcessMaterial to function." msgstr "" -"Im Rest der Anleitung wird das Particles2D Node benutzt. Als Erstes wird ein " -"Particles2D Node zur Szene hinzugefügt. Nachdem Sie den Node hinzugefügt " +"Im Rest des Tutorials wird der Particles2D-Node benutzt. Als Erstes wird ein " +"Particles2D-Node zur Szene hinzugefügt. Nachdem Sie den Node hinzugefügt " "haben, werden Sie feststellen, dass nur ein weißer Punkt erstellt wurde, und " -"im Szenen-Panel neben Ihrem Particles2D Node ein Warnungssymbol erschienen " +"im Szenen-Panel neben Ihrem Particles2D-Node ein Warnungssymbol erschienen " "ist. In diesem Fall bedeutet dieses Symbol, dass der Node ein " "ParticlesMaterial benötigt, um zu funktionieren." msgid "ParticleProcessMaterial" msgstr "ParticleProcessMaterial" -#, fuzzy msgid "" "To add a process material to your particles node, go to ``Process Material`` " "in your inspector panel. Click on the box next to ``Material``, and from the " "dropdown menu select ``New ParticleProcessMaterial``." msgstr "" -"Um ein ProcessMaterial zu Ihrem Partikel-Node hinzuzufügen, gehen Sie in " -"Ihrem Inspektor zu ``Process Material``. Klicken Sie auf die Box neben " -"``Material`` mit der Aufschrift ``[leer]`` und wählen Sie aus dem " -"Ausklappmenü ``Neues ParticlesMaterial`` aus." +"Um ein Prozessmaterial zu Ihrem Node hinzuzufügen, gehen Sie zu " +"``Prozessmaterial`` in Ihrem Inspektor-Panel. Klicken Sie auf das Feld neben " +"``Material`` und wählen Sie aus dem Dropdown-Menü ``Neues " +"ParticleProcessMaterial``." -#, fuzzy msgid "Your GPUParticles2D node should now be emitting white points downward." -msgstr "Ihr Particles2D-Node sollte jetzt weiße Punkte nach unten senden." +msgstr "Ihr GPUParticles2D-Node sollte nun weiße Punkte nach unten emittieren." msgid "Texture" msgstr "Textur" @@ -130,13 +126,16 @@ msgid "" "played back, or chosen at random during emission. This is equivalent to a " "spritesheet for particles." msgstr "" +"Ein Partikelsystem kann eine einzelne Textur oder ein Animations-*Flipbook* " +"verwenden. Ein Flipbook ist eine Textur, die mehrere Bilder einer Animation " +"enthält, die abgespielt oder während der Emission zufällig ausgewählt werden " +"können. Dies ist gleichbedeutend mit einem Spritesheet für Partikel." msgid "The texture is set via the **Texture** property:" -msgstr "" +msgstr "Die Textur wird über die Property **Textur** festgelegt:" -#, fuzzy msgid "Using an animation flipbook" -msgstr "Verwendung des AnimationTree" +msgstr "Verwendung eines animierten Flipbooks" msgid "" "Particle flipbooks are suited to reproduce complex effects such as smoke, " @@ -146,48 +145,72 @@ msgid "" "tools such as `Blender `__ or `EmberGen `__." msgstr "" +"Partikel-Flipbooks eignen sich für die Darstellung komplexer Effekte wie " +"Rauch, Feuer und Explosionen. Sie können auch verwendet werden, um zufällige " +"Texturvariationen einzuführen, indem man für jedes Partikel eine andere " +"Textur verwendet. Sie können bestehende Partikel-Flipbook-Bilder online " +"finden oder sie mit externen Tools wie `Blender `__ oder `EmberGen `__ vorrendern." msgid "Example of a particle system that uses a flipbook texture" -msgstr "" +msgstr "Beispiel für ein Partikelsystem, das eine Flipbook-Textur verwendet" msgid "" "Using an animation flipbook requires additional configuration compared to a " "single texture. For demonstration purposes, we'll use this texture with 5 " "columns and 7 rows (right-click and choose **Save as…**):" msgstr "" +"Die Verwendung eines animierten Flipbooks erfordert eine zusätzliche " +"Konfiguration gegenüber der Verwendung einer einzelnen Textur. Zu " +"Demonstrationszwecken verwenden wir diese Textur mit 5 Spalten und 7 Zeilen " +"(klicken Sie mit der rechten Maustaste und wählen Sie **Speichern unter..." +"**):" -#, fuzzy msgid "Particle flipbook texture example" -msgstr "Beispiel für eine Bildschirmtextur" +msgstr "Beispiel für eine Partikel-Flipbook-Textur" msgid "" "Credit: `JoesAlotofthings `__ (CC BY 4.0)" msgstr "" +"Quelle: `JoesAlotofthings `__ (CC BY 4.0)" msgid "" "To use an animation flipbook, you must create a new CanvasItemMaterial in " "the Material section of the GPUParticles2D (or CPUParticles2D) node:" msgstr "" +"Um ein Animations-Flipbook zu verwenden, müssen Sie ein neues " +"CanvasItemMaterial im Abschnitt Material des Nodes GPUParticles2D (oder " +"CPUParticles2D) erstellen:" msgid "" "Creating a CanvasItemMaterial at the bottom of the particles node inspector" msgstr "" +"Erstellen eines CanvasItemMaterials am unteren Rand des Partikel-Node-" +"Inspektors" msgid "" "In this CanvasItemMaterial, enable **Particle Animation** and set **H " "Frames** and **V Frames** to the number of columns and rows present in your " "flipbook texture:" msgstr "" +"Aktivieren Sie in diesem CanvasItemMaterial die **Partikelanimation** und " +"setzen Sie **H Frames** und **V Frames** auf die Anzahl der Spalten und " +"Zeilen, die in Ihrer Flipbook-Textur vorhanden sind:" msgid "Configuring the CanvasItemMaterial for the example flipbook texture" msgstr "" +"Konfigurieren des CanvasItemMaterials für die Beispiel-Textur des Flipbooks" msgid "" "Once this is done, the :ref:`Animation section " "` in ParticleProcessMaterial (for " "GPUParticles2D) or in the CPUParticles2D inspector will be effective." msgstr "" +"Sobald dies geschehen ist, wird der :ref:`Animationsabschnitt " +"` in ParticleProcessMaterial (für " +"GPUParticles2D) oder im CPUParticles2D-Inspektor wirksam." msgid "" "If your flipbook texture has a black background instead of a transparent " @@ -196,12 +219,18 @@ msgid "" "have a transparent background in an image editor. In `GIMP `__, this can be done using the **Color > Color to Alpha** menu." msgstr "" +"Wenn Ihre Flipbook-Textur einen schwarzen statt einen transparenten " +"Hintergrund hat, müssen Sie auch den Blending-Modus auf **Hinzufügen** statt " +"**Mischen** einstellen, damit die Textur korrekt angezeigt wird. Alternativ " +"dazu können Sie die Textur in einem Bildbearbeitungsprogramm so verändern, " +"dass sie einen transparenten Hintergrund hat. In `GIMP `__ " +"kann dies über das Menü **Farbe > Farbe zu Alpha** erfolgen." msgid "Time parameters" msgstr "Zeitparameter" msgid "Lifetime" -msgstr "Lebenszeit" +msgstr "Lebensdauer" msgid "" "The time in seconds that every particle will stay alive. When lifetime ends, " @@ -219,16 +248,15 @@ msgstr "Lebensdauer: 4.0" msgid "One Shot" msgstr "Einmalig" -#, fuzzy msgid "" "When enabled, a GPUParticles2D node will emit all of its particles once and " "then never again." msgstr "" -"Wenn diese Option aktiviert ist, gibt ein Particles2D-Node alle seine " -"Partikel einmal und dann nie wieder aus." +"Wenn diese Option aktiviert ist, emittiert ein GPUParticles2D Node alle " +"seine Partikel einmal und dann nie wieder." msgid "Preprocess" -msgstr "Vorbearbeitung" +msgstr "Vorverarbeitung" msgid "" "Particle systems begin with zero particles emitted, then start emitting. " @@ -238,11 +266,11 @@ msgid "" "first time." msgstr "" "Partikelsysteme beginnen mit null emittierten Partikeln und beginnen dann zu " -"emittieren. Dies kann eine Unannehmlichkeit sein, wenn eine Szene geladen " -"wird und Systeme wie Fackel, Nebel usw. in dem Moment, in dem Sie eintreten, " -"zu emittieren beginnen. Mit der Vorverarbeitung kann das System eine " -"bestimmte Anzahl von Sekunden verarbeiten, bevor es beim ersten Mal " -"tatsächlich gezeichnet wird." +"emittieren. Dies kann eine unpraktisch sein, wenn eine Szene geladen wird " +"und Systeme wie Fackel, Nebel usw. in dem Moment, in dem Sie eintreten, zu " +"emittieren beginnen. Die Vorverarbeitung wird verwendet, um das System eine " +"bestimmte Anzahl von Sekunden verarbeiten zu lassen, bevor es tatsächlich " +"das erste Mal gezeichnet wird." msgid "Speed Scale" msgstr "Geschwindigkeitsskalierung" @@ -252,10 +280,10 @@ msgid "" "of a particle system. Lowering the value will make the particles slower " "while increasing the value will make the particles much faster." msgstr "" -"Die Eigenschaft ``Speed Scale`` hat einen Standardwert von ``1`` und wird " -"benutzt, um die Geschwindigkeit eines Partikelsystems einzustellen bzw. zu " -"skalieren. Mit der Senkung des Werts werden die Partikel langsamer, " -"wohingegen eine Erhöhung des Werts die Partikel schneller macht." +"Die Geschwindigkeitsskalierung hat einen Standardwert von ``1`` und wird " +"verwendet, um die Geschwindigkeit eines Partikelsystems anzupassen. Ein " +"niedrigerer Wert macht die Partikel langsamer, während ein höherer Wert die " +"Partikel viel schneller macht." msgid "Explosiveness" msgstr "Explosivität" @@ -265,14 +293,13 @@ msgid "" "emitted every 0.1 seconds. The explosiveness parameter changes this, and " "forces particles to be emitted all together. Ranges are:" msgstr "" -"Wenn die Eigenschaft ``Lifetime`` den Wert ``1`` hat und zehn Partikel " -"vorhanden sind, bedeutet dies, dass jede Zehntelsekunde (0.1s) ein Partikel " -"ausgesendet wird. Die Eigenschaft ``Explosiveness`` beinflusst dies " -"insofern, dass alle Partikel gleichzeitig ausgesendet werden. Folgende " -"Spannbreite ist möglich:" +"Wenn die Lebensdauer ``1`` ist und es 10 Partikel gibt, bedeutet das, dass " +"alle 0,1 Sekunden ein Partikel ausgestoßen wird. Der Parameter Explosivität " +"ändert dies und erzwingt, dass alle Partikel zusammen emittiert werden. Die " +"Bereiche sind:" msgid "0: Emit particles at regular intervals (default value)." -msgstr "0: Partikel in regelmäßigen Abständen emittieren (Standardwert)." +msgstr "0: Partikel in regelmäßigen Abständen emittieren (Defaultwert)." msgid "1: Emit all particles simultaneously." msgstr "1: Alle Partikel gleichzeitig emittieren." @@ -281,8 +308,8 @@ msgid "" "Values in the middle are also allowed. This feature is useful for creating " "explosions or sudden bursts of particles:" msgstr "" -"Werte dazwischen sind ebenfalls zulässig. Dieses Feature ist nützlich, um " -"Explosionen oder plötzliche Partikelausbrüche zu erzeugen:" +"Werte dazwischen sind ebenfalls zulässig. Diese Funktion ist nützlich, um " +"Explosionen oder plötzliche Stöße von Partikeln zu erzeugen:" msgid "Randomness" msgstr "Zufälligkeit" @@ -291,9 +318,8 @@ msgid "" "All physics parameters can be randomized. Random values range from ``0`` to " "``1``. The formula to randomize a parameter is:" msgstr "" -"Alle physikalischen Parameter können zufallsbestimmt werden. Zufällige Werte " -"reichen von ``0`` bis ``1``. Die Formel um einen Parameter per Zufall zu " -"bestimmen lautet:" +"Alle Physikparameter können randomisiert werden. Zufällige Werte reichen von " +"``0`` bis ``1``. Die Formel für die Randomisierung eines Parameters lautet:" msgid "Fixed FPS" msgstr "Feste FPS" @@ -314,10 +340,11 @@ msgid "Fract Delta" msgstr "Delta-Bruchteil" msgid "This can be used to turn Fract Delta on or off." -msgstr "Dies kann verwendet werden, um Fract Delta ein oder auszuschalten." +msgstr "" +"Dies kann verwendet werden, um den Delta-Bruchteil ein- oder auszuschalten." msgid "Drawing parameters" -msgstr "Zeichnungsparameter" +msgstr "Zeichenparameter" msgid "Visibility Rect" msgstr "Sichtbarkeitsrechteck" @@ -327,7 +354,7 @@ msgid "" "If this rectangle is outside of the viewport, the engine will not render the " "particles on screen." msgstr "" -"Das Sichtbarkeits-Rechteck stellt die Sichtbarkeit von Partikeln ein. Wenn " +"Das Sichtbarkeitsrechteck stellt die Sichtbarkeit von Partikeln ein. Wenn " "dieses Rechteck außerhalb des Viewports liegt, wird die Engine keine " "Partikel rendern." @@ -336,11 +363,10 @@ msgid "" "and its Height. The ``X`` and ``Y`` properties control the position of the " "upper-left corner of the rectangle, relative to the particle emitter." msgstr "" -"Die ``W`` und ``H`` Eigenschaften des Rechtecks stellen die Breite und Höhe " -"ein. Die ``X`` und ``Y`` Eigenschaften stellen die Position der oberen " -"linken Kante des Rechtecks ein, in Relation zu dem Partikelemitter." +"Die ``W`` und ``H``-Propertys des Rechtecks stellen jeweils Breite und Höhe " +"ein. Die ``X`` und ``Y``-Property stellen die Position der oberen linken " +"Ecke des Rechtecks ein, relativ zum Partikelemitter." -#, fuzzy msgid "" "You can have Godot generate a Visibility Rect automatically using the " "toolbar above the 2d view. To do so, select the GPUParticles2D node and " @@ -348,11 +374,12 @@ msgid "" "Particles2D node emitting particles for a few seconds and set the rectangle " "to fit the surface the particles take." msgstr "" -"Mit der Toolbar über dem 2D-View kann ein Sichtbarkeits-Rechteck automatisch " -"generiert werden. Dazu müssen Sie das Particles2D Node auswählen und auf " -"``Partikel > Sichtbarkeits-Rechteck generieren`` anklicken. Godot simuliert " -"dann die Partikel der Particles2D Node für einige Sekunden und skaliert dann " -"das Rechteck auf die von den Partikeln eingenommene Fläche." +"Sie können Godot veranlassen, automatisch ein Sichtbarkeitsrechteck zu " +"erzeugen, indem Sie die Symbolleiste oberhalb der 2D-Ansicht verwenden. " +"Wählen Sie dazu den Node GPUParticles2D und klicken Sie auf ``Partikel > " +"Generiere Sichtbarkeitsrechteck``. Godot simuliert den Particles2D-Node, der " +"einige Sekunden lang Partikel aussendet, und legt das Rechteck so fest, dass " +"es auf die Oberfläche passt, die von den Partikeln eingenommen wird." msgid "" "You can control the emit duration with the ``Generation Time (sec)`` option. " @@ -360,10 +387,10 @@ msgid "" "move around, you can temporarily change the ``preprocess`` duration on the " "Particles2D node." msgstr "" -"Sie können die Dauer der Emmitierung mit der ``Generation Time (sec)`` " -"Option einstellen. Der Maximalwert ist 25 Sekunden. Falls sie mehr Zeit für " -"die Partikel brauchen, können Sie temporär die ``preprocess`` Dauer der " -"Particles2D Node ändern." +"Sie können die Dauer der Emission mit der Option ``Erzeugungszeit (s)`` " +"steuern. Der maximale Wert ist 25 Sekunden. Wenn Sie mehr Zeit für die " +"Bewegung Ihrer Partikel benötigen, können Sie die Dauer der " +"``Vorverarbeitung`` im Node Particles2D vorübergehend ändern." msgid "Local Coords" msgstr "Lokale Koordinaten" @@ -375,7 +402,7 @@ msgid "" msgstr "" "Standardmäßig ist diese Option aktiviert. Dies bedeutet, dass der Raum, in " "den Partikel emittiert werden, relativ zum Node ist. Wenn der Node " -"verschoben wird, werden alle Partikel mit verschoben:" +"verschoben wird, werden alle Partikel mitverschoben:" msgid "" "If disabled, particles will emit to global space, meaning that if the node " @@ -393,14 +420,13 @@ msgid "" "means particles are drawn according to their emission order (default). " "``Lifetime`` means they are drawn in order of remaining lifetime." msgstr "" -"Stellt die Reihenfolge ein, in der die Partikel gezeichnet werden. ``Index`` " -"bedeutet, dass Partikel nach ihrer Emmisionsreihenfolge (standardmäßig) " -"gezeichnet werden. ``Lebensdauer`` bedeutet dass die Partikel der Reihe " -"ihrer Rest-Lebenszeit nach gezeichnet werden." +"Dies steuert die Reihenfolge, in der einzelne Partikel gezeichnet werden. " +"``Index`` bedeutet, dass die Partikel in der Reihenfolge ihrer Emission " +"gezeichnet werden (Default). ``Lifetime`` bedeutet, dass sie in der " +"Reihenfolge ihrer verbleibenden Lebensdauer gezeichnet werden." -#, fuzzy msgid "ParticleProcessMaterial settings" -msgstr "ParticlesMaterial Einstellungen" +msgstr "ParticleProcessMaterial-Einstellungen" msgid "Direction" msgstr "Richtung" @@ -410,20 +436,20 @@ msgid "" "``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with " "the default gravity settings, particles will go straight down." msgstr "" -"Die Richtung, in welche Partikel emittiert werden. Der Standardwert ist " -"``Vector3(1, 0, 0)``, was bedeutet dass Partikel nach Rechts emittiert " -"werden. Mit Standard-Schwerkrafteinstellungen werden sich die Partikel " -"jedoch direkt nach unten bewegen." +"Dies ist die Basisrichtung, in der die Partikel emittiert werden. Der " +"Default ist ``Vector3(1, 0, 0)``, wodurch die Partikel nach rechts emittiert " +"werden. Mit den Defaulteinstellungen der Schwerkraft gehen die Partikel " +"jedoch gerade nach unten." msgid "" "For this property to be noticeable, you need an *initial velocity* greater " "than 0. Here, we set the initial velocity to 40. You'll notice that " "particles emit toward the right, then go down because of gravity." msgstr "" -"Damit diese Eigenschaft eine Wirkung hat, brauchen Sie eine " +"Damit diese Property eine Wirkung hat, brauchen Sie eine " "*Anfangsgeschwindigkeit* größer als 0. Hier setzen wir die " "Anfangsgeschwindigkeit auf 40. Sie werden feststellen, dass die Partikel " -"nach Rechts emittiert werden, und sich dann durch die Schwerkraft nach unten " +"nach rechts emittiert werden, und sich dann durch die Schwerkraft nach unten " "bewegen." msgid "Spread" @@ -436,7 +462,7 @@ msgid "" "parameter must be greater than 0." msgstr "" "Dieser Parameter ist der Winkel in Grad, der zufällig in jede Richtung zur " -"Basis ``Direction`` addiert wird. Eine Streuung von ``180`` wird in alle " +"Basis-``Richtung`` addiert wird. Eine Streuung von ``180`` wird in alle " "Richtungen (+/- 180) emittieren. Damit die Streuung etwas bewirkt, muss der " "Parameter \"Anfangsgeschwindigkeit\" größer als 0 sein." @@ -444,24 +470,24 @@ msgid "Flatness" msgstr "Flachheit" msgid "This property is only useful for 3D particles." -msgstr "Diese Eigenschaft ist nur für 3D-Partikel nützlich." +msgstr "Diese Property ist nur für 3D-Partikel nützlich." msgid "Gravity" msgstr "Schwerkraft" msgid "The gravity applied to every particle." -msgstr "Die Schwerkraft, die auf jedes Teilchen angewendet wird." +msgstr "Die Schwerkraft, die auf jedes Partikel angewendet wird." msgid "Initial Velocity" -msgstr "Anfängliche Geschwindigkeit" +msgstr "Anfangsgeschwindigkeit" msgid "" "Initial velocity is the speed at which particles will be emitted (in pixels/" "sec). Speed might later be modified by gravity or other accelerations (as " "described further below)." msgstr "" -"Die Anfangsgeschwindigkeit ist die Geschwindigkeit mit der Partikel " -"emittiert werden (in Pixeln pro Sekunde). Geschwindigkeit wird womöglich " +"Die Anfangsgeschwindigkeit ist die Geschwindigkeit, mit der Partikel " +"emittiert werden (in Pixeln pro Sekunde). Die Geschwindigkeit wird womöglich " "(wie unten beschrieben) von Schwerkraft oder anderen Beschleunigungen " "beeinflusst." @@ -488,14 +514,14 @@ msgstr "Orbitgeschwindigkeit" msgid "Orbit velocity is used to make particles turn around their center." msgstr "" -"Die Umlaufgeschwindigkeit wird verwendet, um Partikel dazu zu bringen, sich " +"Die Orbitgeschwindigkeit wird verwendet, um Partikel dazu zu bringen, sich " "um ihr Zentrum zu drehen." msgid "Linear Acceleration" msgstr "Lineare Beschleunigung" msgid "The linear acceleration applied to each particle." -msgstr "Die lineare Beschleunigung, die auf jedes Teilchen angewendet wird." +msgstr "Die lineare Beschleunigung, die auf jedes Partikel angewendet wird." msgid "Radial Acceleration" msgstr "Radiale Beschleunigung" @@ -505,7 +531,7 @@ msgid "" "center. If negative, they are absorbed towards it." msgstr "" "Wenn diese Beschleunigung positiv ist, werden Partikel vom Zentrum weg " -"beschleunigt. Wenn sie negativ sind, werden sie dazu angezogen." +"beschleunigt. Wenn sie negativ sind, werden von ihm angezogen." msgid "Tangential Acceleration" msgstr "Tangentiale Beschleunigung" @@ -525,9 +551,10 @@ msgid "" "especially useful for sparks or explosions, which usually begin with a high " "linear velocity and then stop as they fade." msgstr "" -"Dämpfung erzeugt Reibung auf den Partikeln, was sie zum anhalten zwingt. " -"Dies ist praktisch für Funken oder Explosionen, welche üblicherweise mit " -"hoher Anfangsgeschwindigkeit schnell wieder abklingen." +"Bei der Dämpfung werden die Partikel durch Reibung zum Anhalten gezwungen. " +"Dies ist besonders nützlich für Funken oder Explosionen, die in der Regel " +"mit einer hohen linearen Geschwindigkeit beginnen und dann beim Abklingen " +"anhalten." msgid "Angle" msgstr "Winkel" @@ -537,13 +564,13 @@ msgid "" "mostly useful randomized." msgstr "" "Bestimmt den Anfangswinkel des Partikels (in Grad). Dieser Parameter wird " -"meistens zufällig genutzt." +"meistens randomisiert genutzt." msgid "Scale" msgstr "Skalierung" msgid "Determines the initial scale of the particles." -msgstr "Bestimmt den anfänglichen Maßstab der Partikel." +msgstr "Bestimmt die initiale Skalierung der Partikel." msgid "Color" msgstr "Farbe" @@ -551,9 +578,8 @@ msgstr "Farbe" msgid "Used to change the color of the particles being emitted." msgstr "Wird verwendet, um die Farbe der emittierten Partikel zu ändern." -#, fuzzy msgid "Hue Variation" -msgstr "Farbtonvariation" +msgstr "Farbton-Variation" msgid "" "The ``Variation`` value sets the initial hue variation applied to each " @@ -572,15 +598,23 @@ msgid "" "on the GPUParticles2D or CPUParticles2D node has been :ref:`configured " "accordingly `." msgstr "" +"Die Partikel-Flipbook-Animation ist nur wirksam, wenn das " +"CanvasItemMaterial, das auf dem GPUParticles2D- oder CPUParticles2D-Node " +"verwendet wird, :ref:`entsprechend konfiguriert " +"` wurde." msgid "" "To set up the particle flipbook for linear playback, set the **Speed Min** " "and **Speed Max** values to 1:" msgstr "" +"Um das Partikel-Flipbook für die lineare Wiedergabe einzurichten, setzen Sie " +"die Werte **Geschwindigkeit Min** und **Geschwindigkeit Max** auf 1:" msgid "" "Setting up particle animation for playback during the particle's lifetime" msgstr "" +"Einrichten der Partikelanimation für die Wiedergabe während der Lebensdauer " +"des Partikels" msgid "" "By default, looping is disabled. If the particle is done playing before its " @@ -589,6 +623,11 @@ msgid "" "If looping is enabled, the animation will loop back to the first frame and " "resume playing." msgstr "" +"Standardmäßig ist Looping deaktiviert. Wenn das Partikel vor dem Ende seiner " +"Lebensdauer abgespielt wird, verwendet das Partikel weiterhin das letzte " +"Bild des Flipbooks (das je nach Gestaltung der Flipbook-Textur vollständig " +"transparent sein kann). Wenn Looping aktiviert ist, springt die Animation " +"zum ersten Bild zurück und wird erneut abgespielt." msgid "" "Depending on how many images your sprite sheet contains and for how long " @@ -596,25 +635,40 @@ msgid "" "relationship between particle lifetime, animation speed, and number of " "images in the sprite sheet is this:" msgstr "" +"Je nachdem, wie viele Bilder Ihr Sprite-Sheet enthält und wie lange Ihr " +"Partikel aktiv ist, sieht die Animation möglicherweise nicht flüssig aus. " +"Die Beziehung zwischen der Lebensdauer des Partikels, der " +"Animationsgeschwindigkeit und der Anzahl der Bilder im Sprite Sheet ist die " +"folgende:" msgid "" "At an animation speed of ``1.0``, the animation will reach the last image in " "the sequence just as the particle's lifetime ends." msgstr "" +"Bei einer Animationsgeschwindigkeit von ``1.0`` erreicht die Animation das " +"letzte Bild in der Sequenz genau dann, wenn die Lebensdauer des Partikels " +"endet." msgid "" "Animation\\ FPS = \\frac{Number\\ of\\ images}{Lifetime}\n" "\n" msgstr "" +"Animation\\ FPS = \\frac{Anzahl\\ der\\ Bilder}{Lebensdauer}\n" +"\n" msgid "" "If you wish the particle flipbook to be used as a source of random particle " "textures for every particle, keep the speed values at 0 and set **Offset " "Max** to 1 instead:" msgstr "" +"Wenn Sie möchten, dass das Partikel-Flipbook als Quelle für zufällige " +"Partikeltexturen für jedes Partikel verwendet wird, lassen Sie die " +"Geschwindigkeitswerte auf 0 und setzen Sie stattdessen **Offset Max** auf 1:" msgid "Setting up particle animation for random offset on emission" msgstr "" +"Einrichten einer Partikelanimation für einen zufälligen Offset bei der " +"Emission" msgid "" "Note that the GPUParticles2D node's **Fixed FPS** also affects animation " @@ -623,28 +677,32 @@ msgid "" "option for your use case, set **Fixed FPS** to be equal to the effective " "framerate used by the flipbook animation (see above for the formula)." msgstr "" +"Beachten Sie, dass der Wert **Feste FPS** des Nodes GPUParticles2D auch die " +"Wiedergabe der Animation beeinflusst. Für eine flüssige Animationswiedergabe " +"wird empfohlen, den Wert auf 0 zu setzen, damit die Partikel bei jedem " +"gerenderten Frame simuliert werden. Wenn dies für Ihren Anwendungsfall nicht " +"in Frage kommt, setzen Sie **Feste FPS** auf die effektive Framerate, die " +"von der Flipbook-Animation verwendet wird (siehe oben für die Formel)." msgid "Emission Shapes" -msgstr "Emissionformen" +msgstr "Emissions-Shapes" -#, fuzzy msgid "" "ParticleProcessMaterials allow you to set an Emission Mask, which dictates " "the area and direction in which particles are emitted. These can be " "generated from textures in your project." msgstr "" -"ParticlesMaterials stellt eine Emmisionsmaske ein, welche die Fläche und " -"Richtung der Partikelemitter beeinflusst. Die Maske kann von einer Textur im " -"Projekt generiert werden." +"Mit ParticleProcessMaterials können Sie eine Emissionsmaske festlegen, die " +"den Bereich und die Richtung vorgibt, in die Partikel emittiert werden. " +"Diese können aus Texturen in Ihrem Projekt generiert werden." -#, fuzzy msgid "" "Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is " "selected. A \"Particles\" menu should appear in the Toolbar:" msgstr "" -"Stellen Sie sicher, dass ParticlesMaterial eingestellt und das Particles2D " -"Node ausgewählt wurde. In der Toolbar sollte dann ein \"Partikel\" Menü " -"erscheinen:" +"Stellen Sie sicher, dass ein ParticleProcessMaterial eingestellt und der " +"Node GPUParticles2D ausgewählt ist. In der Toolbar sollte ein Menü " +"\"Partikel\" erscheinen:" msgid "Open it and select \"Load Emission Mask\":" msgstr "Öffnen Sie es und wählen Sie \"Emissionsmaske laden\":" @@ -671,7 +729,7 @@ msgstr "" msgid "" "Border Pixels: Particles will spawn from the outer edges of the texture." msgstr "" -"Grenzpixel: Die Partikel werden von den äußeren Rändern der Textur erzeugt." +"Rand-Pixel: Die Partikel werden von den äußeren Rändern der Textur erzeugt." msgid "" "Directed Border Pixels: Similar to Border Pixels, but adds extra information " @@ -679,10 +737,10 @@ msgid "" "Note that an ``Initial Velocity`` will need to be set in order to utilize " "this." msgstr "" -"Gerichtete Randpixel: Ähnlich wie Border Pixels, fügt aber zusätzliche " +"Gerichtete Rand-Pixel: Ähnlich wie Rand-Pixel, fügt aber zusätzliche " "Informationen zur Maske hinzu, um Partikeln die Möglichkeit zu geben, von " -"den Rändern weg zu emittieren. Beachten Sie, dass eine ``Initial Velocity`` " -"gesetzt werden muss, um dies zu nutzen." +"den Rändern weg zu emittieren. Beachten Sie, dass eine " +"``Anfangsgeschwindigkeit`` gesetzt werden muss, um dies zu nutzen." msgid "Emission Colors" msgstr "Emissionsfarben" @@ -691,31 +749,30 @@ msgid "" "``Capture from Pixel`` will cause the particles to inherit the color of the " "mask at their spawn points." msgstr "" -"``Capture from Pixel`` bewirkt, dass die Partikel die Farbe der Maske an " +"``Von Pixel aufnehmen`` bewirkt, dass die Partikel die Farbe der Maske an " "ihren Spawnpunkten erben." -#, fuzzy msgid "" "Once you click \"OK\", the mask will be generated and set to the " "ParticleProcessMaterial, under the ``Emission Shape`` section:" msgstr "" -"Mit klicken auf \"OK\" wird die Maske generiert und auf das " -"ParticlesMaterial unter dem Abschnitt ``Emission Shape`` gesetzt:" +"Sobald Sie auf \"OK\" klicken, wird die Maske erzeugt und auf das " +"ParticleProcessMaterial unter dem Abschnitt ``Emissions-Shape`` gesetzt:" msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" -"Alle Werte in diesem Abschnitt wurden automatisch durch das \"Load Emission " -"Mask\"-Menü generiert. Grundsätzlich sollten sie nicht verändert werden." +"Alle Werte in diesem Abschnitt wurden automatisch durch das \"Emissionsmaske " +"laden\"-Menü generiert. Grundsätzlich sollten sie nicht verändert werden." msgid "" "An image should not be added to ``Point Texture`` or ``Color Texture`` " "directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" -"Ein Bild sollte nicht direkt zur ``Point Texture`` oder ``Color Texture`` " -"hinzugefügt werden. Es sollte immer das \"Load Emission Mask\"-Menü benutzt " -"werden." +"Ein Bild sollte nicht direkt zur ``Punkt-Textur`` oder ``Farb-Textur`` " +"hinzugefügt werden. Es sollte immer das \"Emissionsmaske laden\"-Menü " +"benutzt werden." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 2840980c63..3db4fd3660 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,11 +25,14 @@ msgid "" "please read :ref:`doc_using_tilesets` first as you will need a TileSet to " "create a TileMap." msgstr "" +"Diese Seite setzt voraus, dass Sie bereits ein TileSet erstellt oder " +"heruntergeladen haben. Wenn nicht, lesen Sie bitte zuerst :ref:" +"`doc_using_tilesets`, da Sie ein TileSet benötigen, um eine TileMap zu " +"erstellen." msgid "Introduction" msgstr "Einführung" -#, fuzzy msgid "" "A tilemap is a grid of tiles used to create a game's layout. There are " "several benefits to using :ref:`TileMap ` nodes to design " @@ -40,16 +43,15 @@ msgid "" "Finally, you can add collision, occlusion, and navigation shapes to tiles, " "adding greater functionality to the TileMap." msgstr "" -"Eine TileMap ist ein Raster aus Kacheln (Tiles), mit denen das Layout eines " -"Spiels erstellt wird. Die Verwendung von :ref:`TileMap `-" -"Nodes zum Entwerfen Ihrer Ebenen bietet mehrere Vorteile. Erstens " -"ermöglichen sie das Zeichnen des Layouts, indem sie die Kacheln auf ein " -"Raster \"malen\", was viel schneller ist als das Platzieren einzelner :ref: " -"`Sprite `-Nodes nacheinander. Zweitens ermöglichen sie viel " -"größere Ebenen, da sie für das Zeichnen einer großen Anzahl von Kacheln " -"optimiert sind. Schließlich können Sie Kacheln Kollisions-, Verdeckungs- und " -"Navigationsformen hinzufügen und der TileMap zusätzliche Funktionen " -"hinzufügen." +"Eine Tilemap ist ein Raster aus Tiles, das für das Layout eines Spiels " +"verwendet wird. Die Verwendung von :ref:`TileMap `-Nodes für " +"die Gestaltung von Levels hat mehrere Vorteile. Erstens ermöglichen sie es, " +"das Layout zu zeichnen, indem man die Tiles auf ein Gitter \"malt\", was " +"viel schneller ist, als einzelne :ref:`Sprite2D `-Nodes " +"einzeln zu platzieren. Zweitens ermöglichen sie viel größere Levels, da sie " +"für das Zeichnen einer großen Anzahl von Tiles optimiert sind. Schließlich " +"können Sie den Tiles Kollisions-, Okklusions- und Navigations-Shapes " +"hinzufügen, was der TileMap eine größere Funktionalität verleiht." msgid "Specifying the TileSet in the TileMap" msgstr "Festlegen des TileSet in der TileMap" @@ -60,15 +62,26 @@ msgid "" "good for prototyping, but in a real world project, you will generally have " "multiple levels reusing the same tileset." msgstr "" +"Wenn Sie die vorherige Seite zu :ref:`doc_using_tilesets` durchgearbeitet " +"haben, sollten Sie eine TileSet-Ressource haben, die in den TileMap-Node " +"eingebaut ist. Dies ist gut für Prototypen, aber in einem realen Projekt " +"werden Sie in der Regel mehrere Levels haben, die das gleiche Tileset " +"verwenden." msgid "" "The recommended way to reuse the same TileSet in several TileMap nodes is to " "save the TileSet to an external resource. To do so, click the dropdown next " "to the TileSet resource and choose **Save**:" msgstr "" +"Um dasselbe TileSet in mehreren TileMap Nodes wiederzuverwenden, wird " +"empfohlen, das TileSet in einer externen Ressource zu speichern. Klicken Sie " +"dazu auf das Dropdown-Menü neben der TileSet-Ressource und wählen Sie " +"**Speichern**:" msgid "Saving the built-in TileSet resource to an external resource file" msgstr "" +"Speichern der integrierten TileSet-Ressource in einer externen " +"Ressourcendatei" msgid "Creating TileMap layers" msgstr "Erstellen von TileMap-Ebenen" @@ -80,6 +93,11 @@ msgid "" "location, which allows you to overlap several tiles together if you have " "more than one layer." msgstr "" +"Ab Godot 4.0 können Sie mehrere *Layer* in einem einzigen TileMap-Node " +"unterbringen. So können Sie zum Beispiel Vordergrund-Tiles von Hintergrund-" +"Tiles unterscheiden, um die Organisation zu verbessern. Sie können eine Tile " +"pro Layer an einer bestimmten Stelle platzieren, was es Ihnen ermöglicht, " +"mehrere Tiles zu überlappen, wenn Sie mehr als einen Layer haben." msgid "" "By default, a TileMap node automatically has one premade layer. You do not " @@ -87,24 +105,34 @@ msgid "" "wish to do so now, select the TileMap node and unfold the **Layers** section " "in the inspector:" msgstr "" +"Standardmäßig hat ein TileMap-Node automatisch eine vorgefertigte Ebene. Sie " +"müssen keine zusätzlichen Ebenen erstellen, wenn Sie nur eine einzige Ebene " +"benötigen. Wenn Sie dies jedoch jetzt tun möchten, wählen Sie den TileMap-" +"Node und klappen Sie den Abschnitt **Ebenen** im Inspektor auf:" msgid "" "Creating layers in a TileMap node (example with \"background\" and " "\"foreground\")" msgstr "" +"Erstellen von Ebenen in einem TileMap-Node (Beispiel mit \"Hintergrund\" und " +"\"Vordergrund\")" msgid "Each layer has several properties you can adjust:" -msgstr "" +msgstr "Jede Ebene hat mehrere Propertys, die Sie anpassen können:" msgid "" "**Name:** A human-readable name to display in the TileMap editor. This can " "be something like \"background\", \"buildings\", \"vegetation\", etc." msgstr "" +"**Name:** Ein menschenlesbarer Name, der im TileMap-Editor angezeigt wird. " +"Dies kann etwas wie \"Hintergrund\", \"Gebäude\", \"Vegetation\" usw. sein." msgid "" "**Enabled:** If ``true``, the layer is visible in the editor and when " "running the project." msgstr "" +"**Aktiviert:** Wenn ``true``, ist die Ebene im Editor und beim Ausführen des " +"Projekts sichtbar." msgid "" "**Modulate:** The color to use as a multiplier for all tiles on the layer. " @@ -112,17 +140,29 @@ msgid "" "TileMap node's **Modulate** property. For example, you can use this to " "darken background tiles to make foreground tiles stand out more." msgstr "" +"**Modulieren:** Die Farbe, die als Multiplikator für alle Tiles auf der " +"Ebene verwendet wird. Dieser wird auch mit der Property **Modulieren** pro " +"Tile und der Property **Modulieren** des TileMap-Nodes multipliziert. So " +"können Sie zum Beispiel die Hintergrund-Tiles abdunkeln, um die Vordergrund-" +"Tiles stärker hervorzuheben." msgid "" "**Y Sort Enabled:** If ``true``, sorts tiles based on their Y position on " "the TileMap. This can be used to prevent sorting issues with certain tile " "setups, especially with isometric tiles." msgstr "" +"**Y-Sortierung aktiviert:** Wenn ``true``, werden die Tiles anhand ihrer Y-" +"Position auf der TileMap sortiert. Dies kann verwendet werden, um " +"Sortierprobleme bei bestimmten Tile-Setups zu vermeiden, insbesondere bei " +"isometrischen Tiles." msgid "" "**Y Sort Origin:** The vertical offset to use for Y-sorting on each tile (in " "pixels). Only effective if **Y Sort Enabled** is ``true``." msgstr "" +"**Y-Sortierungsursprung:** Der vertikale Offset, der für die Y-Sortierung " +"auf jeder Tile verwendet wird (in Pixel). Nur wirksam, wenn **Y-Sortierung " +"aktiviert** auf ``true`` steht." msgid "" "**Z Index:** Controls whether this layer is drawn in front of or behind " @@ -131,44 +171,60 @@ msgid "" "an equal Z Index property, the layer that is *last* in the list of layers " "(the one which appears at the bottom in the list) is drawn on top." msgstr "" +"**Z Index:** Steuert, ob diese Ebene vor oder hinter anderen TileMap-Ebenen " +"gezeichnet wird. Dieser Wert kann positiv oder negativ sein; die Ebene mit " +"dem höchsten Z-Index wird über den anderen Ebenen gezeichnet. Wenn mehrere " +"Ebenen die gleiche Z-Index-Property haben, wird die Ebene, die *letzte* in " +"der Liste der Ebenen ist (diejenige, die in der Liste ganz unten steht), " +"oben gezeichnet." msgid "" "You can reorder layers by drag-and-dropping the \"three horizontal bars\" " "icon on the left of the entries in the **Layers** section." msgstr "" +"Sie können die Ebenen neu anordnen, indem Sie das Icon mit den \"drei " +"horizontalen Balken\" links neben den Einträgen im Abschnitt **Ebenen** per " +"Drag-and-Drop verschieben." msgid "" "You can create, rename or reorder layers in the future without affecting " "existing tiles. Be careful though, as *removing* a layer will also remove " "all tiles that were placed on the layer." msgstr "" +"Sie können in Zukunft Ebenen erstellen, umbenennen oder neu anordnen, ohne " +"dass sich dies auf die vorhandenen Tiles auswirkt. Seien Sie jedoch " +"vorsichtig, denn beim *Entfernen* einer Ebene werden auch alle Tiles " +"entfernt, die auf der Ebene platziert waren." msgid "Opening the TileMap editor" msgstr "Öffnen des TileMap-Editors" -#, fuzzy msgid "" "Select the TileMap node, then open the TileMap panel at the bottom of the " "editor:" msgstr "" -"Klicken Sie auf die TileSet-Eigenschaft, und das Fenster \"TileSet\" wird " -"unten im Editorfenster geöffnet:" +"Wählen Sie den Node TileMap aus und öffnen Sie das TileMap-Panel am unteren " +"Rand des Editors:" msgid "" "Opening the TileMap panel at the bottom of the editor. The TileMap node must " "be selected first." msgstr "" +"Öffnen des TileMap-Panels am unteren Rand des Editors. Der TileMap-Node muss " +"zuerst ausgewählt werden." msgid "Selecting tiles to use for painting" -msgstr "Auswahl der Fliesen zum Zeichnen" +msgstr "Auswahl der Kacheln zum Malen" msgid "" "First, if you've created additional layers above, make sure you've selected " "the layer you wish to paint on:" msgstr "" +"Wenn Sie oben zusätzliche Ebenen erstellt haben, stellen Sie zunächst " +"sicher, dass Sie die Ebene ausgewählt haben, auf der Sie malen möchten:" msgid "Selecting a layer to paint on in the TileMap editor" -msgstr "" +msgstr "Auswählen einer Ebene zum Malen im TileMap-Editor" msgid "" "In the 2D editor, the layers you aren't currently editing from the same " @@ -176,11 +232,18 @@ msgid "" "disable this behavior by clicking the icon next to the layer selection menu " "(**Highlight Selected TileMap Layer** tooltip)." msgstr "" +"Im 2D-Editor werden die Ebenen, die Sie gerade nicht über denselben TileMap-" +"Node bearbeiten, im TileMap-Editor ausgegraut angezeigt. Sie können dieses " +"Verhalten deaktivieren, indem Sie auf das Icon neben dem Ebenenauswahlmenü " +"klicken (Tooltip **Ausgewählte TileMap-Ebene hervorheben**)." msgid "" "You can skip the above step if you haven't created additional layers, as the " "first layer is automatically selected when entering the TileMap editor." msgstr "" +"Sie können den obigen Schritt überspringen, wenn Sie keine zusätzlichen " +"Ebenen erstellt haben, da die erste Ebene automatisch ausgewählt wird, wenn " +"Sie den TileMap-Editor aufrufen." msgid "" "Before you can place tiles in the 2D editor, you must select one or more " @@ -188,15 +251,22 @@ msgid "" "click a tile in the TileMap panel, or hold down the mouse button to select " "multiple tiles:" msgstr "" +"Bevor Sie Tiles im 2D-Editor platzieren können, müssen Sie eine oder mehrere " +"Tiles im TileMap-Panel am unteren Rand des Editors auswählen. Klicken Sie " +"dazu auf eine Tile im TileMap-Panel, oder halten Sie die Maustaste gedrückt, " +"um mehrere Tiles auszuwählen:" msgid "Selecting a tile in the TileMap editor by clicking it" -msgstr "" +msgstr "Auswählen einer Tile im TileMap-Editor durch Anklicken" msgid "" "Like in the 2D and TileSet editors, you can pan across the TileMap panel " "using the middle or right mouse buttons, and zoom using the mouse wheel or " "buttons in the top-left corner." msgstr "" +"Wie in den 2D- und TileSet-Editoren können Sie mit der mittleren oder " +"rechten Maustaste über das TileMap-Panel schwenken und mit dem Mausrad oder " +"den Schaltflächen in der oberen linken Ecke zoomen." msgid "" "You can also hold down :kbd:`Shift` to append to the current selection. When " @@ -204,51 +274,68 @@ msgid "" "perform a painting operation. This can be used to paint structures composed " "of multiple tiles in a single click (such as large platforms or trees)." msgstr "" +"Sie können auch :kbd:`Umschalt` gedrückt halten, um zur aktuellen Auswahl " +"hinzuzufügen. Wenn Sie mehr als eine Tile auswählen, werden jedes Mal, wenn " +"Sie einen Malvorgang durchführen, mehrere Tiles platziert. Dies kann " +"verwendet werden, um Strukturen, die aus mehreren Tiles bestehen, mit einem " +"einzigen Klick zu malen (z. B. große Plattformen oder Bäume)." msgid "" "The final selection does not have to be contiguous: if there is empty space " "between selected tiles, it will be left empty in the pattern that will be " "painted in the 2D editor." msgstr "" +"Die endgültige Auswahl muss nicht zusammenhängend sein: Wenn es leeren Raum " +"zwischen den ausgewählten Tiles gibt, wird dieser in dem Muster, das im 2D-" +"Editor gemalt wird, leer gelassen." msgid "" "Selecting multiple tiles in the TileMap editor by holding down the left " "mouse button" msgstr "" +"Auswählen mehrerer Tiles im TileMap-Editor durch Gedrückthalten der linken " +"Maustaste" msgid "" "If you've created alternative tiles in your TileSet, you can select them for " "painting on the right of the base tiles:" msgstr "" +"Wenn Sie in Ihrem TileSet alternative Tiles erstellt haben, können Sie diese " +"zum Malen rechts neben den Basis-Tiles auswählen:" -#, fuzzy msgid "Selecting an alternative tile in the TileMap editor" -msgstr "Verbinden von Signalen im Editor" +msgstr "Auswählen einer alternativen Tile im TileMap-Editor" msgid "" "Lastly, if you've created a *scenes collection* in the TileSet, you can " "place scene tiles in the TileMap:" msgstr "" +"Schließlich können Sie, wenn Sie eine *Szenensammlung* im TileSet erstellt " +"haben, Szenen-Tiles in der TileMap platzieren:" msgid "Placing a scene tile containing particles using the TileMap editor" -msgstr "" +msgstr "Platzieren einer Tile mit Partikeln mit dem TileMap-Editor" msgid "Painting modes and tools" -msgstr "Zeichenmodi und Tools" +msgstr "Malmodi und Tools" msgid "" "Using the toolbar at the top of the TileMap editor, you can choose between " "several painting modes and tools. These modes affect operation when clicking " "in the 2D editor, **not** the TileMap panel itself." msgstr "" +"Über die Toolbar am oberen Rand des TileMap-Editors können Sie zwischen " +"verschiedenen Malmodi und Werkzeugen wählen. Diese Modi wirken sich auf die " +"Bedienung beim Klicken im 2D-Editor aus, **nicht** auf das TileMap-Panel " +"selbst." -#, fuzzy msgid "From left to right, the painting modes and tools you can choose are:" -msgstr "Von links nach rechts in der Werkzeugleiste:" +msgstr "" +"Von links nach rechts können Sie zwischen folgenden Malmodi und Werkzeugen " +"wählen:" -#, fuzzy msgid "Selection" -msgstr "Zusammenfassend" +msgstr "Auswahl" msgid "" "Select tiles by clicking a single tile, or by holding down the left mouse " @@ -256,25 +343,39 @@ msgid "" "space cannot be selected: if you create a rectangle selection, only non-" "empty tiles will be selected." msgstr "" +"Wählen Sie Tiles aus, indem Sie auf ein einzelnes Tile klicken, oder indem " +"Sie die linke Maustaste gedrückt halten, um mehrere mit einem Rechteck im 2D-" +"Editor auszuwählen. Beachten Sie, dass leerer Raum nicht ausgewählt werden " +"kann: Wenn Sie eine rechteckige Auswahl erstellen, werden nur nicht leere " +"Tiles ausgewählt." msgid "" "To append to the current selection, hold :kbd:`Shift` then select a tile. To " "remove from the current selection, hold :kbd:`Ctrl` then select a tile." msgstr "" +"Um eine Tile an die aktuelle Auswahl anzuhängen, halten Sie :kbd:`Umschalt` " +"und wählen Sie eine Tile aus. Um aus der aktuellen Auswahl zu entfernen, " +"halten Sie :kbd:`Strg` und wählen dann eine Tile aus." msgid "" "The selection can then be used in any other painting mode to quickly create " "copies of an already-placed pattern." msgstr "" +"Die Auswahl kann dann in jedem anderen Malmodus verwendet werden, um schnell " +"Kopien eines bereits platzierten Musters zu erstellen." msgid "" "You can remove the selected tiles from the TileMap by pressing :kbd:`Del`." msgstr "" +"Sie können die ausgewählten Tiles aus der TileMap entfernen, indem Sie :kbd:" +"`Entf` drücken." msgid "" "You can toggle this mode temporarily while in Paint mode by holding :kbd:" "`Ctrl` then performing a selection." msgstr "" +"Sie können diesen Modus im Malmodus vorübergehend umschalten, indem Sie :kbd:" +"`Strg` halten und dann eine Auswahl treffen." msgid "" "You can copy and paste tiles that were already placed by performing a " @@ -283,6 +384,12 @@ msgid "" "another time to perform more copies this way. Right-click or press :kbd:" "`Escape` to cancel pasting." msgstr "" +"Sie können bereits platzierte Tiles kopieren und einfügen, indem Sie eine " +"Auswahl treffen, :kbd:`Strg + C` drücken und dann :kbd:`Strg + V`. Die " +"Auswahl wird mit einem Linksklick eingefügt. Sie können :kbd:`Strg + V` ein " +"weiteres Mal drücken, um weitere Kopien auf diese Weise durchzuführen. " +"Klicken Sie mit der rechten Maustaste oder drücken Sie :kbd:`Esc`, um das " +"Einfügen abzubrechen." msgid "Paint" msgstr "Malen" @@ -291,23 +398,35 @@ msgid "" "The standard Paint mode allows you to place tiles by clicking or holding " "down the left mouse button." msgstr "" +"Im Default-Malmodus können Sie Tiles durch Klicken oder Gedrückthalten der " +"linken Maustaste platzieren." msgid "" "If you right-click, the currently selected tile will be erased from the " "tilemap. In other words, it will be replaced by empty space." msgstr "" +"Wenn Sie mit der rechten Maustaste klicken, wird die aktuell ausgewählte " +"Tile aus der Tilemap gelöscht. Mit anderen Worten: Sie wird durch leeren " +"Raum ersetzt." msgid "" "If you have selected multiple tiles in the TileMap or using the Selection " "tool, they will be placed every time you click or drag the mouse while " "holding down the left mouse button." msgstr "" +"Wenn Sie mehrere Tiles in der TileMap oder mit dem Auswahlwerkzeug " +"ausgewählt haben, werden sie jedes Mal platziert, wenn Sie mit der Maus " +"klicken oder ziehen, während Sie die linke Maustaste gedrückt halten." msgid "" "While in Paint mode, you can draw a line by holding :kbd:`Shift` *before* " "holding down the left mouse button, then dragging the mouse to the line's " "end point. This is identical to using the Line tool described below." msgstr "" +"Im Malmodus können Sie eine Linie zeichnen, indem Sie :kbd:`Umschalt` " +"halten, bevor Sie die linke Maustaste gedrückt halten, und dann die Maus zum " +"Endpunkt der Linie ziehen. Dies ist identisch mit der Verwendung des unten " +"beschriebenen Linienwerkzeugs." msgid "" "You can also draw a rectangle by holding :kbd:`Ctrl` and :kbd:`Shift` " @@ -315,6 +434,10 @@ msgid "" "rectangle's end point. This is identical to using the Rectangle tool " "described below." msgstr "" +"Sie können ein Rechteck auch zeichnen, indem Sie :kbd:`Strg` und :kbd:" +"`Umschalt` gedrückt halten, bevor Sie die linke Maustaste drücken, und dann " +"die Maus zum Endpunkt des Rechtecks ziehen. Dies ist identisch mit der " +"Verwendung des unten beschriebenen Rechteckwerkzeugs." msgid "" "Lastly, you can pick existing tiles in the 2D editor by holding :kbd:`Ctrl` " @@ -322,55 +445,81 @@ msgid "" "switch the currently painted tile(s) to the tile(s) you've just clicked. " "This is identical to using the Picker tool described below." msgstr "" +"Schließlich können Sie im 2D-Editor vorhandene Tiles auswählen, indem Sie :" +"kbd:`Strg` halten und dann auf eine Tile klicken (oder die Maus halten und " +"ziehen). Dadurch werden die aktuell gemalten Tiles durch die Tiles ersetzt, " +"die Sie gerade angeklickt haben. Dies ist identisch mit der Verwendung des " +"unten beschriebenen Picker-Werkzeugs." msgid "Line" -msgstr "" +msgstr "Linie" msgid "" "After selecting Line Paint mode, you can draw in a line that is always 1 " "tile thick (no matter its orientation)." msgstr "" +"Wenn Sie den Linienmalmodus ausgewählt haben, können Sie eine Linie " +"zeichnen, die immer 1 Tile breit ist (unabhängig von ihrer Ausrichtung)." msgid "If you right-click while in Line Paint mode, you will erase in a line." msgstr "" +"Wenn Sie im Linienmalmodus mit der rechten Maustaste klicken, können Sie in " +"einer Linie löschen." msgid "" "If you have selected multiple tiles in the TileMap or using the Selection " "tool, you can place them in a repeating pattern across the line." msgstr "" +"Wenn Sie mehrere Tiles in der TileMap oder mit dem Auswahlwerkzeug " +"ausgewählt haben, können Sie diese in einem sich wiederholenden Muster auf " +"der Linie platzieren." msgid "" "You can toggle this mode temporarily while in Paint or Eraser mode by " "holding :kbd:`Shift` then drawing." msgstr "" +"Sie können diesen Modus vorübergehend ein- oder ausschalten, wenn Sie sich " +"im Mal- oder Radiergummimodus befinden, indem Sie :kbd:`Umschalt` halten und " +"dann zeichnen." msgid "" "Using the line tool after selecting two tiles to draw platforms diagonally" msgstr "" +"Mit dem Linienwerkzeug nach Auswahl zweier Tiles Plattformen diagonal " +"zeichnen" -#, fuzzy msgid "Rectangle" -msgstr "Arkustangens" +msgstr "Rechteck" msgid "" "After selecting Rectangle Paint mode, you can draw in an axis-aligned " "rectangle." msgstr "" +"Wenn Sie den Rechtecksmalmodus ausgewählt haben, können Sie ein " +"achsenparalleles Rechteck zeichnen." msgid "" "If you right-click while in Rectangle Paint mode, you will erase in an axis-" "aligned rectangle." msgstr "" +"Wenn Sie mit der rechten Maustaste klicken, während Sie sich im " +"Rechteckmalmodus befinden, löschen Sie in einem achsenparallelen Rechteck." msgid "" "If you have selected multiple tiles in the TileMap or using the Selection " "tool, you can place them in a repeating pattern within the rectangle." msgstr "" +"Wenn Sie mehrere Tiles in der TileMap oder mit dem Auswahlwerkzeug " +"ausgewählt haben, können Sie diese in einem sich wiederholenden Muster " +"innerhalb des Rechtecks platzieren." msgid "" "You can toggle this mode temporarily while in Paint or Eraser mode by " "holding :kbd:`Ctrl` and :kbd:`Shift` then drawing." msgstr "" +"Sie können diesen Modus im Mal- oder Radiermodus vorübergehend ein- und " +"ausschalten, indem Sie :kbd:`Strg` und :kbd:`Umschalt` gedrückt halten und " +"dann zeichnen." msgid "Bucket Fill" msgstr "Fülleimer" @@ -380,12 +529,20 @@ msgid "" "limited to contiguous areas only by toggling the **Contiguous** checkbox " "that appears on the right of the toolbar." msgstr "" +"Nachdem Sie den Füllmodus ausgewählt haben, können Sie festlegen, ob das " +"Malen auf zusammenhängende Bereiche beschränkt werden soll, indem Sie das " +"Kontrollkästchen **Zusammenhängend** aktivieren, das rechts in der Toolbar " +"erscheint." msgid "" "If you enable **Contiguous** (the default), only matching tiles that touch " "the current selection will be replaced. This contiguous check is performed " "horizontally and vertically, but *not* diagonally." msgstr "" +"Wenn Sie **Zusammenhängend** aktivieren (die Default-Einstellung), werden " +"nur übereinstimmende Tiles, die an die aktuelle Auswahl angrenzen, ersetzt. " +"Diese Prüfung auf Zusammenhang wird horizontal und vertikal durchgeführt, " +"aber *nicht* diagonal." msgid "" "If you disable **Contiguous**, all tiles with the same ID in the entire " @@ -393,23 +550,32 @@ msgid "" "empty tile with **Contiguous** unchecked, all tiles in the rectangle that " "encompasses the TileMap's effective area will be replaced instead." msgstr "" +"Wenn Sie **Zusammenhängend** deaktivieren, werden alle Tiles mit der " +"gleichen ID in der gesamten TileMap durch die aktuell ausgewählte Tile " +"ersetzt. Wenn Sie eine leere Tile auswählen und **Zusammenhängend** nicht " +"aktiviert ist, werden stattdessen alle Tiles in dem Rechteck ersetzt, das " +"den effektiven Bereich der TileMap umschließt." msgid "" "If you right-click while in Bucket Fill mode, you will replace matching " "tiles with empty tiles." msgstr "" +"Wenn Sie im Füllmodus mit der rechten Maustaste klicken, werden " +"entsprechende Tiles durch leere Tiles ersetzt." msgid "" "If you have selected multiple tiles in the TileMap or using the Selection " "tool, you can place them in a repeating pattern within the filled area." msgstr "" +"Wenn Sie mehrere Tiles in der TileMap oder mit dem Auswahlwerkzeug " +"ausgewählt haben, können Sie diese in einem sich wiederholenden Muster " +"innerhalb des gefüllten Bereichs platzieren." msgid "Using the Bucket Fill tool" -msgstr "Verwenden des Bucket-Fill-Tools" +msgstr "Verwenden des Füll-Tools" -#, fuzzy msgid "Picker" -msgstr "Farbraum" +msgstr "Pipette" msgid "" "After selecting Picker mode, you can pick existing tiles in the 2D editor by " @@ -418,29 +584,44 @@ msgid "" "tiles at once by holding down the left mouse button and forming a rectangle " "selection. Only non-empty tiles can be picked." msgstr "" +"Nachdem Sie den Pipetten-Modus ausgewählt haben, können Sie im 2D-Editor " +"vorhandene Tiles auswählen, indem Sie :kbd:`Strg` gedrückt halten und dann " +"auf eine Tile klicken. Dadurch wird die aktuell gemalte Tile durch die Tile " +"ersetzt, auf die Sie gerade geklickt haben. Sie können auch mehrere Tiles " +"auf einmal auswählen, indem Sie die linke Maustaste gedrückt halten und eine " +"rechteckige Auswahl ausführen. Es können nur nicht leere Tiles ausgewählt " +"werden." msgid "" "You can toggle this mode temporarily while in Paint mode by holding :kbd:" "`Ctrl` then clicking or dragging the mouse." msgstr "" +"Sie können diesen Modus im Malmodus vorübergehend ein- und ausschalten, " +"indem Sie :kbd:`Strg` halten und dann mit der Maus klicken oder ziehen." -#, fuzzy msgid "Eraser" -msgstr "Phaser" +msgstr "Radierer" msgid "" "This mode is combined with any other painting mode (Paint, Line, Rectangle, " "Bucket Fill). When eraser mode is enabled, tiles will be replaced by empty " "tiles instead of drawing new lines when left-clicking." msgstr "" +"Dieser Modus wird mit jedem anderen Malmodus (Malen, Linie, Rechteck, " +"Füllung) kombiniert. Wenn der Radierer-Modus aktiviert ist, werden Tiles " +"durch leere Tiles ersetzt, anstatt neue Linien zu zeichnen, wenn Sie mit der " +"linken Maustaste klicken." msgid "" "You can toggle this mode temporarily while in any other mode by right-" "clicking instead of left-clicking." msgstr "" +"Sie können diesen Modus vorübergehend ein- und ausschalten, während Sie sich " +"in einem anderen Modus befinden, indem Sie mit der rechten Maustaste " +"anstelle der linken Maustaste klicken." msgid "Painting randomly using scattering" -msgstr "Malen nach dem Zufallsprinzip mit Streuung" +msgstr "Zufälliges Malen mit Streuung" msgid "" "While painting, you can optionally enable *randomization*. When enabled, a " @@ -449,6 +630,12 @@ msgid "" "tools. For effective paint randomization, you must select multiple tiles in " "the TileMap editor or use scattering (both approaches can be combined)." msgstr "" +"Beim Malen können Sie optional die *Randomisierung* aktivieren. Wenn diese " +"Option aktiviert ist, wird beim Malen eine zufällige Tile unter allen " +"aktuell ausgewählten Tiles ausgewählt. Dies wird von den Tools Malen, Linie, " +"Rechteck und Füllen unterstützt. Für eine effektive Randomisierung müssen " +"Sie mehrere Tiles im TileMap-Editor auswählen oder Streuung verwenden (beide " +"Ansätze können kombiniert werden)." msgid "" "If **Scattering** is set to a value greater than 0, there is a chance that " @@ -456,28 +643,38 @@ msgid "" "non-repeating detail to large areas (such as adding grass or crumbs on a " "large top-down TileMap)." msgstr "" +"Wenn **Streuung** auf einen Wert größer als 0 gesetzt wird, besteht die " +"Möglichkeit, dass beim Malen keine Tile platziert werden. Dies kann " +"verwendet werden, um sporadische, sich nicht wiederholende Details zu großen " +"Bereichen hinzuzufügen (z. B. Gras oder Krümel auf einer großen TileMap in " +"Draufsicht)." -#, fuzzy msgid "Example when using Paint mode:" -msgstr "Beispiel für die Verwendung von 4 Kernen:" +msgstr "Beispiel bei Verwendung des Malmodus:" msgid "" "Selecting from several times to randomly choose, then painting by holding " "down the left mouse button" msgstr "" +"Auswahl aus mehreren Tiles nach dem Zufallsprinzip, dann Malen mit " +"gedrückter linker Maustaste" msgid "Example when using Bucket Fill mode:" -msgstr "" +msgstr "Beispiel für die Verwendung des Füllmodus:" msgid "" "Using Bucket Fill tool with a single tile, but with randomization and " "scattering enabled" msgstr "" +"Verwendung des Füll-Tools mit einer einzelnen Tile, aber mit aktivierter " +"Randomisierung und Streuung" msgid "" "Eraser mode does not take randomization and scattering into account. All " "tiles within the selection are always removed." msgstr "" +"Der Radierer-Modus berücksichtigt keine Randomisierung und Streuung. Es " +"werden immer alle Kacheln innerhalb der Auswahl entfernt." msgid "Saving and loading premade tile placements using patterns" msgstr "" @@ -490,6 +687,10 @@ msgid "" "on a per-TileMap basis by choosing the **Patterns** tab of the TileMap " "editor." msgstr "" +"Während Sie im Auswahlmodus Tiles kopieren und einfügen können, möchten Sie " +"vielleicht vorgefertigte *Muster* von Tiles speichern, um sie in einem " +"Durchgang zusammenzufügen. Dies ist für jede einzelne Tile möglich, indem " +"Sie den Tab **Muster** des TileMap-Editors wählen." msgid "" "To create a new pattern, switch to Select mode, perform a selection and " @@ -497,31 +698,44 @@ msgid "" "focus rectangle should appear around the empty space), then press :kbd:`Ctrl " "+ V`:" msgstr "" +"Um ein neues Muster zu erstellen, wechseln Sie in den Auswahlmodus, führen " +"Sie eine Auswahl durch und drücken Sie :kbd:`Strg + C`. Klicken Sie auf eine " +"leere Stelle im \"Muster\"-Tab (um die leere Stelle sollte ein blaues " +"Fokusrechteck erscheinen) und drücken Sie dann :kbd:`Strg + V`:" msgid "Creating a new pattern from a selection in the TileMap editor" -msgstr "" +msgstr "Erstellen eines neuen Musters aus einer Auswahl im TileMap-Editor" msgid "" "To use an existing pattern, click its image in the **Patterns** tab, switch " "to any painting mode, then left-click somewhere in the 2D editor:" msgstr "" +"Um ein vorhandenes Muster zu verwenden, klicken Sie auf dessen Bild im " +"**Muster**-Tab, wechseln Sie in einen beliebigen Malmodus und klicken Sie " +"dann mit der linken Maustaste irgendwo im 2D-Editor:" msgid "Placing an existing pattern using the TileMap editor" -msgstr "" +msgstr "Platzieren eines vorhandenen Musters mit dem TileMap-Editor" msgid "" "Like multi-tile selections, patterns will be repeated if used with the Line, " "Rectangle or Bucket Fill painting modes." msgstr "" +"Wie bei der Auswahl von mehreren Tiles werden die Muster wiederholt, wenn " +"sie mit den Malmodi Linie, Rechteck oder Füllung verwendet werden." msgid "" "Despite being edited in the TileMap editor, patterns are stored in the " "TileSet resource. This allows reusing patterns in different TileMap nodes " "after loading a TileSet resource saved to an external file." msgstr "" +"Obwohl sie im TileMap-Editor bearbeitet werden, werden die Muster in der " +"TileSet-Ressource gespeichert. Dies ermöglicht die Wiederverwendung von " +"Mustern in verschiedenen TileMap-Nodes nach dem Laden einer TileSet-" +"Ressource, die in einer externen Datei gespeichert wurde." msgid "Handling tile connections automatically using terrains" -msgstr "Automatische Handhabung von Kachelverbindungen durch Terrains" +msgstr "Automatische Handhabung von Tile-Verbindungen durch Terrains" msgid "" "To use terrains, the TileMap node must feature at least one terrain set and " @@ -529,25 +743,36 @@ msgid "" "`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain " "set for the TileSet yet." msgstr "" +"Um Terrains zu verwenden, muss der TileMap-Node mindestens ein Terrain-Set " +"und ein Terrain innerhalb dieses Terrain-Sets enthalten. Siehe :ref:" +"`doc_using_tilesets_creating_terrain_sets` wenn Sie noch kein Terrain-Set " +"für das TileSet erstellt haben." -#, fuzzy msgid "There are 3 kinds of painting modes available for terrain connections:" -msgstr "Hierfür stehen vier Makros zur Verfügung:" +msgstr "" +"Es gibt 3 Arten von Malmodi, die für Terrainverbindungen zur Verfügung " +"stehen:" msgid "" "**Connect**, where tiles are connected to surrounding tiles on the same " "TileMap layer." msgstr "" +"**Verbinden**, bei dem Tiles mit umliegenden Tiles auf derselben TileMap-" +"Ebene verbunden werden." msgid "" "**Path**, where tiles are connected to tiles painted in the same stroke " "(until the mouse button is released)." msgstr "" +"**Pfad**, bei dem Tiles mit den Tiles verbunden sind, die im selben Zug " +"gemalt wurden (bis die Maustaste losgelassen wird)." msgid "" "Tile-specific overrides to resolve conflicts or handle situations not " "covered by the terrain system." msgstr "" +"Tile-spezifische Überschreibungen zur Lösung von Konflikten oder zur " +"Behandlung von Situationen, die nicht durch das Terrainsystem abgedeckt sind." msgid "" "The Connect mode is easier to use, but Path is more flexible as it allows " @@ -555,38 +780,52 @@ msgid "" "to be directly adjacent to each other without being connected to each other, " "while Connect will force both roads to be connected." msgstr "" +"Der Modus \"Verbinden\" ist einfacher zu verwenden, aber \"Pfad\" ist " +"flexibler, da er dem Designer mehr Kontrolle beim Malen ermöglicht. Bei " +"\"Pfad\" können beispielsweise Straßen direkt nebeneinander liegen, ohne " +"miteinander verbunden zu sein, während bei \"Verbinden\" beide Straßen " +"verbunden sein müssen." msgid "Selecting Connect mode in the TileMap editor's Terrains tab" -msgstr "" +msgstr "Auswahl des Verbindungsmodus im Terrains-Tab des TileMap-Editors" msgid "Selecting Path mode in the TileMap editor's Terrains tab" -msgstr "" +msgstr "Auswahl des Pfadmodus auf dem Terrains-Tab des TileMap-Editors" msgid "" "Lastly, you can select specific tiles from the terrain to resolve conflicts " "in certain situations:" msgstr "" +"Schließlich können Sie bestimmte Tiles auf dem Terrain auswählen, um in " +"bestimmten Situationen Konflikte zu lösen:" msgid "Painting with specific tiles in the TileMap editor's Terrains tab" -msgstr "" +msgstr "Malen mit bestimmten Tiles im TileMap-Editor auf dem Terrains-Tab" msgid "" "Any tile that has at least one of its bits set to a value set to the " "corresponding terrain ID will appear in the list of tiles to choose from." msgstr "" +"Jede Tile, bei der mindestens eines ihrer Bits auf einen Wert der " +"entsprechenden Terrain-ID gesetzt ist, erscheint in der Liste der Tiles, aus " +"denen man wählen kann." msgid "Handling missing tiles" -msgstr "Umgang mit fehlenden Fliesen" +msgstr "Umgang mit fehlenden Tiles" msgid "" "If you remove tiles in the TileSet that are referenced in a TileMap, the " "TileMap will display a placeholder to indicate that an invalid tile ID is " "placed:" msgstr "" +"Wenn Sie Tiles im TileSet entfernen, die in einer TileMap referenziert " +"werden, zeigt die TileMap einen Platzhalter an, um darauf hinzuweisen, dass " +"eine ungültige Tile-ID platziert ist:" msgid "" "Missing tiles in the TileMap editor due to the TileSet reference being broken" msgstr "" +"Fehlende Tiles im TileMap-Editor, falls die TileSet-Referenz defekt ist" msgid "" "These placeholders are **not** visible in the running project, but the tile " @@ -594,11 +833,18 @@ msgid "" "such scenes. Once you re-add a tile with the matching ID, the tiles will " "appear with the new tile's appearance." msgstr "" +"Diese Platzhalter sind im laufenden Projekt **nicht** sichtbar, aber die " +"Tile-Daten werden weiterhin auf der Festplatte gespeichert. So können Sie " +"solche Szenen sicher schließen und wieder öffnen. Sobald Sie eine Tile mit " +"der passenden ID wieder hinzufügen, erscheinen die Tiles mit dem Aussehen " +"der neuen Tile." msgid "" "Missing tile placeholders may not be visible until you select the TileMap " "node and open the TileMap editor." msgstr "" +"Fehlende Tile-Platzhalter werden möglicherweise erst sichtbar, wenn Sie den " +"TileMap-Node auswählen und den TileMap-Editor öffnen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po index 73ef6bd490..551d3b70cc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,6 @@ msgstr "TileSets verwenden" msgid "Introduction" msgstr "Einführung" -#, fuzzy msgid "" "A tilemap is a grid of tiles used to create a game's layout. There are " "several benefits to using :ref:`TileMap ` nodes to design " @@ -34,16 +33,15 @@ msgid "" "allow you to add greater functionality to your tiles with collision, " "occlusion, and navigation shapes." msgstr "" -"Eine TileMap ist ein Raster aus Kacheln (Tiles), mit denen das Layout eines " -"Spiels erstellt wird. Die Verwendung von :ref:`TileMap `-" -"Nodes zum Entwerfen Ihrer Ebenen bietet mehrere Vorteile. Erstens " -"ermöglichen sie das Zeichnen des Layouts, indem sie die Kacheln auf ein " -"Raster \"malen\", was viel schneller ist als das Platzieren einzelner :ref: " -"`Sprite `-Nodes nacheinander. Zweitens ermöglichen sie viel " -"größere Ebenen, da sie für das Zeichnen einer großen Anzahl von Kacheln " -"optimiert sind. Schließlich können Sie Kacheln Kollisions-, Verdeckungs- und " -"Navigationsformen hinzufügen und der TileMap zusätzliche Funktionen " -"hinzufügen." +"Eine Tilemap ist ein Raster aus Tiles, das zur Gestaltung eines Spiellayouts " +"verwendet wird. Es gibt mehrere Vorteile bei der Verwendung von :ref:" +"`TileMap `-Nodes, um Ihre Level zu gestalten. Erstens können " +"Sie ein Layout zeichnen, indem Sie Tiles auf ein Raster \"malen\", was viel " +"schneller ist, als einzelne :ref:`Sprite2D `-Nodes einzeln " +"zu platzieren. Zweitens erlauben sie größere Levels, da sie für das Zeichnen " +"einer großen Anzahl von Tiles optimiert sind. Und schließlich können Sie " +"Ihren Tiles mit Kollisions-, Okklusions- und Navigations-Shapes eine größere " +"Funktionalität verleihen." msgid "" "To use tilemaps, you will need to create a TileSet first. A TileSet is a " @@ -51,6 +49,10 @@ msgid "" "TileSet, you will be able to place them :ref:`using the TileMap editor " "`." msgstr "" +"Um Tilemaps zu verwenden, müssen Sie zunächst ein TileSet erstellen. Ein " +"TileSet ist eine Sammlung von Tiles, die in einem TileMap Node platziert " +"werden können. Nachdem Sie ein TileSet erstellt haben, können Sie sie :ref:" +"`mit dem TileMap-Editor ` platzieren." msgid "" "To follow this guide, you will need an image containing your tiles where " @@ -58,38 +60,46 @@ msgid "" "tiles). This image is called a *tilesheet*. Tiles do not have to be square: " "they can be rectangular, hexagonal, or isometric (pseudo-3D perspective)." msgstr "" +"Um dieser Anleitung zu befolgen, benötigen Sie ein Bild, das Ihre Tiles " +"enthält und in dem jede Tile die gleiche Größe hat (große Objekte können in " +"mehrere Tiles aufgeteilt werden). Dieses Bild wird *Tilesheet* genannt. Die " +"Tiles müssen nicht quadratisch sein: Sie können rechteckig, sechseckig oder " +"isometrisch (Pseudo-3D-Perspektive) sein." msgid "Creating a new TileSet" msgstr "Erstellen eines neuen TileSets" -#, fuzzy msgid "Using a tilesheet" -msgstr "Verwendung von Dateien" +msgstr "Verwendung eines Tilesheets" msgid "" "This demonstration will use the following tiles taken from `Kenney's " "\"Abstract Platformer\" pack `__. We'll use this particular *tilesheet* from the set:" msgstr "" -"Diese Demonstration wird die folgenden Felder aus Kenneys \"Abstract " -"Platformer\"-Paket `__ " +"Diese Demonstration wird die folgenden Tiles aus `Kenneys Abstract " +"Platformer-Paket `__ " "verwenden. Wir werden dieses spezielle *Tilesheet* aus dem Set verwenden:" msgid "Tilesheet example with 64×64 tiles" -msgstr "" +msgstr "Beispiel für ein Tilesheet mit 64×64 Tiles" msgid "" "Tilesheet with 64×64 tiles. Credit: `Kenney `__" msgstr "" +"Tilesheet mit 64×64 Tiles. Quelle: `Kenney `__" msgid "" "Create a new **TileMap** node, then select it and create a new TileSet " "resource in the inspector:" msgstr "" +"Erstellen Sie einen neuen Node **TileMap**, wählen Sie ihn aus und erstellen " +"Sie eine neue TileSet-Ressource im Inspektor:" msgid "Creating a new TileSet resource within the TileMap node" -msgstr "" +msgstr "Erstellen einer neuen TileSet-Ressource innerhalb des TileMap-Nodes" msgid "" "After creating the TileSet resource, click the value to unfold it in the " @@ -101,13 +111,27 @@ msgid "" "tiles to be clipped by their tile coordinates. This ensures tiles cannot " "draw outside their allocated area on the tilesheet." msgstr "" +"Nachdem Sie die TileSet-Ressource erstellt haben, klicken Sie auf den Wert, " +"um ihn im Inspektor auszuklappen. Die Standardform der Kachel ist " +"Quadratisch, aber Sie können auch Isometrisch, Halbversetztes Quadrat oder " +"Sechseck wählen (abhängig von der Form Ihrer Tile-Bilder). Wenn Sie eine " +"andere Tile-Form als Square verwenden, müssen Sie möglicherweise auch die " +"Propertys **Tile-Layout** und **Tile-Versatzachse** anpassen. Schließlich " +"kann es nützlich sein, die Property **Rendern > UV-Clipping** zu aktivieren, " +"wenn Sie möchten, dass Tiles durch ihre Tile-Koordinaten geclippt werden. " +"Dadurch wird sichergestellt, dass Tiles nicht außerhalb ihres zugewiesenen " +"Bereichs auf dem Tilesheet gezeichnet werden können." msgid "" "Set the tile size to 64×64 in the inspector to match the example tilesheet:" msgstr "" +"Stellen Sie die Größe der Tiles im Inspektor auf 64×64 ein, um dem Beispiel-" +"Tilesheet zu entsprechen:" msgid "Setting the tile size to 64×64 to match the example tilesheet" msgstr "" +"Einstellung der Tile-Größe auf 64×64, um dem Beispiel-Tilesheet zu " +"entsprechen" msgid "" "If relying on automatic tiles creation (like we're about to do here), you " @@ -115,14 +139,23 @@ msgid "" "determine which tiles from the tilesheet can be added to a TileMap node (as " "not every part of the image may be a valid tile)." msgstr "" +"Wenn Sie sich auf die automatische Erstellung von Tiles verlassen (wie wir " +"es hier tun werden), müssen Sie die Größe der Tiles **vor** der Erstellung " +"des *Atlas* festlegen. Der Atlas bestimmt, welche Tiles aus dem Tilesheet zu " +"einem TileMap-Node hinzugefügt werden können (da nicht jeder Teil des Bildes " +"ein gültiges Tile sein kann)." msgid "" "Open the **TileSet** panel at the bottom of the editor, then click the \"+\" " "icon in the bottom-left corner to add a new atlas:" msgstr "" +"Öffnen Sie das **TileSet**-Panel unten im Editor und klicken Sie dann auf " +"das \"+\"-Icon in der linken unteren Ecke, um einen neuen Atlas hinzuzufügen:" msgid "Creating a new atlas in a TileSet resource using the bottom panel" msgstr "" +"Erstellen eines neuen Atlasses in einer TileSet-Ressource unter Verwendung " +"des unteren Bedienfelds" msgid "" "After creating an atlas, you must assign a tilesheet texture to it. This can " @@ -131,48 +164,73 @@ msgid "" "**Load**). Specify the path to the image file using the file dialog that " "appears." msgstr "" +"Nachdem Sie einen Atlas erstellt haben, müssen Sie ihm eine Tilesheet-Textur " +"zuweisen. Wählen Sie dazu den Atlas in der linken Spalte des unteren Panels " +"aus, klicken Sie dann auf den Wert der **Textur**-Property und wählen Sie " +"**Schnell laden** (oder **Laden**). Geben Sie den Pfad zu der Bilddatei im " +"angezeigten Dateidialog an." msgid "Loading a tilesheet image in the newly created TileSet atlas" -msgstr "" +msgstr "Laden eines Tilesheet-Bildes in den neu erstellten TileSet-Atlas" msgid "" "After specifying a valid image, you will be asked whether to create tiles " "automatically. Answer **Yes**:" msgstr "" +"Nachdem Sie ein gültiges Bild angegeben haben, werden Sie gefragt, ob die " +"Tiles automatisch erstellt werden sollen. Antworten Sie mit **Ja**:" msgid "Automatically creating tiles based on tilesheet image content" msgstr "" +"Automatisches Erstellen von Tiles auf der Grundlage von Tilesheet-" +"Bildmaterial" msgid "" "This will automatically create tiles according to the tile size you " "specified earlier in the TileSet resource. This greatly speeds up initial " "tile setup." msgstr "" +"Dadurch werden automatisch Tiles entsprechend der Tile-Größe erstellt, die " +"Sie zuvor in der TileSet-Ressource angegeben haben. Dies beschleunigt die " +"anfängliche Einrichtung der Tiles erheblich." msgid "" "When using automatic tile generation based on image contents, parts of the " "tilesheet that are *fully* transparent will not have tiles generated." msgstr "" +"Bei der automatischen Erzeugung von Tiles auf der Basis von Bildinhalten " +"werden für Teile des Tilesheets, die *voll* transparent sind, keine Tiles " +"erzeugt." msgid "" "If there are tiles from the tilesheet you do not wish to be present in " "atlas, choose the Eraser tool at the top of the tileset preview, then click " "the tiles you wish to remove:" msgstr "" +"Wenn es Tiles aus dem Tilesheet gibt, die Sie nicht im Atlas haben möchten, " +"wählen Sie das Radiergummi-Tool am oberen Rand der Tileset-Vorschau und " +"klicken Sie dann auf die Tiles, die Sie entfernen möchten:" msgid "Using the Eraser tool to remove unwanted tiles from the TileSet atlas" msgstr "" +"Verwenden des Radiergummi-Tools zum Entfernen unerwünschter Tiles aus dem " +"TileSet-Atlas" msgid "" "You can also right-click a tile and choose **Delete**, as an alternative to " "the Eraser tool." msgstr "" +"Sie können auch mit der rechten Maustaste auf eine Tile klicken und " +"**Löschen** wählen, als Alternative zum Radiergummi-Tool." msgid "" "Like in the 2D and TileMap editors, you can pan across the TileSet panel " "using the middle or right mouse buttons, and zoom using the mouse wheel or " "buttons in the top-left corner." msgstr "" +"Wie in den 2D- und TileMap-Editoren können Sie mit der mittleren oder " +"rechten Maustaste über das TileSet-Panel schwenken und mit dem Mausrad oder " +"den Buttons in der oberen linken Ecke zoomen." msgid "" "If you wish to source tiles from several tilesheet images for a single " @@ -180,44 +238,68 @@ msgid "" "before continuing. It is also possible to use one image per tile this way " "(although using tilesheets is recommended for better usability)." msgstr "" +"Wenn Sie Kacheln aus mehreren Tilesheet-Bildern für ein einzelnes TileSet " +"verwenden möchten, erstellen Sie zusätzliche Atlasse und weisen Sie jedem " +"von ihnen Texturen zu, bevor Sie fortfahren. Es ist auch möglich, auf diese " +"Weise ein Bild pro Tile zu verwenden (obwohl die Verwendung von Tilesheets " +"für eine bessere Benutzerfreundlichkeit empfohlen wird)." msgid "You can adjust properties for the atlas in the middle column:" msgstr "" +"In der mittleren Spalte können Sie die Propertys des Atlasses anpassen:" msgid "" "Adjusting TileSet atlas properties in the dedicated inspector (part of the " "TileSet panel)" msgstr "" +"Anpassung der TileSet-Atlas-Propertys im spezifischen Inspektor (Teil des " +"TileSet-Panels)" -#, fuzzy msgid "The following properties can be adjusted on the atlas:" -msgstr "Folgende Methoden sind verfügbar und dokumentiert:" +msgstr "Die folgenden Propertys können im Atlas angepasst werden:" msgid "**ID:** The identifier (unique within this TileSet), used for sorting." msgstr "" +"**ID:** Der Bezeichner (eindeutig in diesem TileSet), der für die Sortierung " +"verwendet wird." msgid "" "**Name:** The human-readable name for the atlas. Use a descriptive name here " "for organizational purposes (such as \"terrain\", \"decoration\", etc)." msgstr "" +"**Name:** Der menschenlesbare Name für den Atlas. Verwenden Sie hier einen " +"beschreibenden Namen für organisatorische Zwecke (z. B. \"Terrain\", " +"\"Dekoration\" usw.)." msgid "" "**Margins:** The margins on the image's edges that should not be selectable " "as tiles (in pixels). Increasing this can be useful if you download a " "tilesheet image that has margins on the edges (e.g. for attribution)." msgstr "" +"**Ränder:** Die Ränder an den Kanten des Bildes, die nicht als Tiles " +"ausgewählt werden sollen (in Pixeln). Eine Erhöhung dieses Wertes kann " +"nützlich sein, wenn Sie ein Kachelbild herunterladen, das an den Rändern " +"Ränder hat (z. B. für die Autor-Informationen)." msgid "" "**Separation:** The separation between each tile on the atlas in pixels. " "Increasing this can be useful if the tilesheet image you're using contains " "guides (such as outlines between every tile)." msgstr "" +"**Abstand:** Der Abstand zwischen den einzelnen Tiles auf dem Atlas in " +"Pixeln. Eine Erhöhung dieses Wertes kann nützlich sein, wenn das von Ihnen " +"verwendete Tilesheet-Bild Hilfslinien enthält (z. B. Umrisse zwischen den " +"einzelnen Tiles)." msgid "" "**Texture Region Size:** The size of each tile on the atlas in pixels. In " "most cases, this should match the tile size defined in the TileMap property " "(although this is not strictly necessary)." msgstr "" +"**Textur-Regionsgröße:** Die Größe der einzelnen Tiles im Atlas in Pixeln. " +"In den meisten Fällen sollte dies mit der in der Property TileMap " +"definierten Tile-Größe übereinstimmen (obwohl dies nicht unbedingt " +"erforderlich ist)." msgid "" "**Use Texture Padding:** If checked, adds a 1-pixel transparent edge around " @@ -225,6 +307,11 @@ msgid "" "recommended to leave this enabled unless you're running into rendering " "issues due to texture padding." msgstr "" +"**Textur-Padding verwenden:** Wenn diese Option aktiviert ist, wird um jede " +"Tile ein transparenter Rand von 1 Pixel hinzugefügt, um Textur-Bleeding zu " +"verhindern, wenn Filtering aktiviert ist. Es wird empfohlen, dies aktiviert " +"zu lassen, es sei denn, Sie laufen in Rendering-Probleme aufgrund von Textur-" +"Padding." msgid "" "Note that changing texture margin, separation and region size may cause " @@ -233,13 +320,18 @@ msgid "" "three vertical dots menu button at the top of the TileSet editor and choose " "**Create Tiles in Non-Transparent Texture Regions**:" msgstr "" +"Beachten Sie, dass eine Änderung des Texturrandes, des Abstandes und der " +"Regionsgröße dazu führen kann, dass Tiles verloren gehen (da sich einige von " +"ihnen außerhalb der Koordinaten des Atlasbildes befinden würden). Um Tiles " +"automatisch aus dem Tilesheet zu regenerieren, verwenden Sie den Button mit " +"den drei vertikalen Punkten oben im TileSet-Editor und wählen Sie **Tiles in " +"nicht-transparenten Textur-Regionen erstellen**:" msgid "Recreating tiles automatically after changing atlas properties" -msgstr "" +msgstr "Automatische Neuerstellung von Tiles nach Änderung von Atlas-Propertys" -#, fuzzy msgid "Using a collection of scenes" -msgstr "Projekteinstellungen verwenden" +msgstr "Verwendung einer Sammlung von Szenen" msgid "" "Since Godot 4.0, you can place actual *scenes* as tiles. This allows you to " @@ -248,17 +340,30 @@ msgid "" "interact with. You could also use scene tiles to place AudioStreamPlayer2Ds " "(for ambient sounds), particle effects, and more." msgstr "" +"Seit Godot 4.0 können Sie tatsächliche *Szenen* als Tiles platzieren. So " +"können Sie jede Sammlung von Nodes als Tile verwenden. Sie können zum " +"Beispiel Szenen-Tiles verwenden, um Gameplay-Elemente zu platzieren, wie z. " +"B. Geschäfte, mit denen der Spieler interagieren kann. Sie können Szenen-" +"Tiles auch verwenden, um AudioStreamPlayer2Ds (für Umgebungsgeräusche), " +"Partikeleffekte und mehr zu platzieren." msgid "" "Scene tiles come with a greater performance overhead compared to atlases, as " "every scene is instanced individually for every placed tile." msgstr "" +"Szenen-Tiles sind im Vergleich zu Atlassen mit einem größeren Performance-" +"Overhead verbunden, da jede Szene einzeln für jedes platzierte Tile " +"instanziiert wird." msgid "" "It's recommended to use only scene tiles when necessary. To draw sprites in " "a tile without any kind of advanced manipulation, :ref:`use atlases instead " "`." msgstr "" +"Es wird empfohlen, nur Szenen-Tiles zu verwenden, wenn es nötig ist. Um " +"Sprites in einer Tile ohne irgendeine Art von fortgeschrittener Manipulation " +"zu zeichnen, :ref:`verwenden Sie stattdessen Atlasse " +"`." msgid "" "For this example, we'll create a scene containing a CPUParticles2D root " @@ -266,40 +371,56 @@ msgid "" "the TileMap), then switch to the scene containing the TileMap node. Open the " "TileSet editor, and create a new **Scenes Collection** in the left column:" msgstr "" +"Für dieses Beispiel erstellen wir eine Szene, die einen CPUParticles2D Root-" +"Node enthält. Speichern Sie diese Szene in einer Szenendatei (getrennt von " +"der Szene mit der TileMap) und wechseln Sie dann zu der Szene, die den " +"TileMap-Node enthält. Öffnen Sie den TileSet-Editor und erstellen Sie eine " +"neue **Szenensammlung** in der linken Spalte:" -#, fuzzy msgid "Creating a scenes collection in the TileSet editor" -msgstr "Verbinden von Signalen im Editor" +msgstr "Erstellen einer Szenensammlung im TileSet-Editor" msgid "" "After creating a scenes collection, you can enter a descriptive name for the " "scenes collection in the middle column if you wish. Select this scenes " "collection then create a new scene slot:" msgstr "" +"Nachdem Sie eine Szenensammlung erstellt haben, können Sie in der mittleren " +"Spalte einen beschreibenden Namen für die Szenensammlung eingeben, wenn Sie " +"möchten. Wählen Sie diese Szenensammlung aus und erstellen Sie einen neuen " +"Szenen-Slot:" msgid "" "Creating a scene tile after selecting the scenes collection in the TileSet " "editor" -msgstr "" +msgstr "Erstellen einer Tile nach Auswahl der Szenensammlung im TileSet-Editor" msgid "" "Select this scene slot in the right column, then use **Quick Load** (or " "**Load**) to load the scene file containing the particles:" msgstr "" +"Wählen Sie diesen Szenenslot in der rechten Spalte aus, und verwenden Sie " +"**Schnellladen** (oder **Laden**), um die Szenendatei mit den Partikeln zu " +"laden:" msgid "" "Creating a scene slot, then loading a scene file into it in the TileSet " "editor" msgstr "" +"Erstellen eines Szenenslots und anschließendes Laden einer Szenendatei in " +"diesen Slot im TileSet-Editor" msgid "" "You now have a scene tile in your TileSet. Once you switch to the TileMap " "editor, you'll be able to select it from the scenes collection and paint it " "like any other tile." msgstr "" +"Sie haben jetzt eine Tile in Ihrem TileSet. Sobald Sie zum TileMap-Editor " +"wechseln, können Sie sie aus der Szenensammlung auswählen und wie jede " +"andere Tile malen." msgid "Merging several atlases into a single atlas" -msgstr "Zusammenführung mehrerer Atlanten zu einem einzigen Atlas" +msgstr "Zusammenführung mehrerer Atlasse zu einem einzigen Atlas" msgid "" "Using multiple atlases within a single TileSet resource can sometimes be " @@ -307,23 +428,37 @@ msgid "" "you're using one image per tile). Godot allows you to merge several atlases " "into a single atlas for easier organization." msgstr "" +"Die Verwendung mehrerer Atlasse innerhalb einer einzigen TileSet-Ressource " +"kann manchmal nützlich sein, aber in bestimmten Situationen auch umständlich " +"(insbesondere wenn Sie ein Bild pro Tile verwenden). Godot ermöglicht es " +"Ihnen, mehrere Atlasse zu einem einzigen Atlas zusammenzufassen, um die " +"Organisation zu erleichtern." msgid "" "To do so, you must have more than one atlas created in the TileSet resource. " "Use the \"three vertical dots\" menu button located at the bottom of the " "list of atlases, then choose **Open Atlas Merging Tool**:" msgstr "" +"Dazu müssen Sie mehr als einen Atlas in der TileSet-Ressource erstellt " +"haben. Verwenden Sie den \"drei vertikale Punkte\"-Menü-Button unten in der " +"Liste der Atlasse und wählen Sie dann **Tool zum Zusammenführen von Atlassen " +"öffnen**:" msgid "Opening the atlas merging tool after creating multiple atlases" msgstr "" +"Öffnen des Tools zum Zusammenführen von Atlassen nach dem Erstellen mehrerer " +"Atlasse" msgid "" "This will open a dialog, in which you can select several atlases by holding :" "kbd:`Shift` or :kbd:`Ctrl` then clicking on multiple elements:" msgstr "" +"Dies öffnet einen Dialog, in dem Sie mehrere Atlasse auswählen können, indem " +"Sie :kbd:`Umschalt` oder :kbd:`Strg` gedrückt halten und dann auf mehrere " +"Elemente klicken:" msgid "Using the atlas merging tool dialog" -msgstr "" +msgstr "Verwendung des Dialogfelds des Tools zur Zusammenführung von Atlassen" msgid "" "Choose **Merge** to merge the selected atlases into a single atlas image " @@ -333,18 +468,33 @@ msgid "" "atlases to be removed from the TileSet resource, choose **Merge (Keep " "Original Atlases)** instead." msgstr "" +"Wählen Sie **Zusammenführen**, um die ausgewählten Atlasse zu einem einzigen " +"Atlasbild zusammenzuführen (was einem einzigen Atlas innerhalb des TileSet " +"entspricht). Die nicht zusammengeführten Atlasse werden aus dem TileSet " +"entfernt, aber *die ursprünglichen Tilesheet-Bilder bleiben im Dateisystem " +"erhalten*. Wenn Sie nicht möchten, dass die nicht zusammengeführten Atlasse " +"aus der TileSet-Ressource entfernt werden, wählen Sie stattdessen " +"**Zusammenführen (Original-Atlasse behalten)**." msgid "" "TileSet features a system of *tile proxies*. Tile proxies are a mapping " "table that allows notifying the TileMap using a given TileSet that a given " "set of tile identifiers should be replaced by another one." msgstr "" +"TileSet verfügt über ein System von *Tile Proxies*. Tile-Proxies sind eine " +"Zuordnungstabelle, die es ermöglicht, der TileMap, die ein bestimmtes " +"TileSet verwendet, mitzuteilen, dass ein bestimmter Satz von Tile-" +"Identifikatoren durch einen anderen ersetzt werden soll." msgid "" "Tile proxies are automatically set up when merging different atlases, but " "they can also be set manually thanks to the **Manage Tile Proxies** dialog " "you can access using the \"three vertical dots\" menu mentioned above." msgstr "" +"Tile Proxys werden beim Zusammenführen verschiedener Atlasse automatisch " +"eingerichtet, können aber auch manuell über den Dialog **Tile Proxys " +"verwalten** eingestellt werden, den Sie über das oben erwähnte Menü mit den " +"drei vertikalen Punkten aufrufen können." msgid "" "Manually creating tile proxies may be useful when you changed an atlas ID or " @@ -352,9 +502,14 @@ msgid "" "that when editing a TileMap, you can replace all cells by their " "corresponding mapped value." msgstr "" +"Die manuelle Erstellung von Tile-Proxys kann nützlich sein, wenn Sie eine " +"Atlas-ID geändert haben oder alle Tiles aus einem Atlas durch die eines " +"anderen Atlas ersetzen möchten. Beachten Sie, dass Sie bei der Bearbeitung " +"einer TileMap alle Zellen durch ihren entsprechenden zugeordneten Wert " +"ersetzen können." msgid "Adding collision, navigation and occlusion to the TileSet" -msgstr "Hinzufügen von Kollision, Navigation und Okklusion zum TileSet" +msgstr "Hinzufügen von Kollision, Navigation und Occlusion zum TileSet" msgid "" "We've now successfully created a basic TileSet. We could start using in the " @@ -362,12 +517,19 @@ msgid "" "This means the player and other objects could walk straight through the " "floor or walls." msgstr "" +"Wir haben nun erfolgreich ein grundlegendes TileSet erstellt. Wir könnten " +"nun den TileMap-Node verwenden, aber dieser verfügt derzeit über keine Form " +"der Kollisionserkennung. Das bedeutet, dass der Spieler und andere Objekte " +"direkt durch den Boden oder die Wände laufen könnten." msgid "" "If you use :ref:`2D navigation `, you'll also " "need to define navigation polygons for tiles to generate a navigation mesh " "that agents can use for pathfinding." msgstr "" +"Wenn Sie :ref:`2D-Navigation ` verwenden, müssen " +"Sie auch Navigationspolygone für Tiles definieren, um ein Navigations-Mesh " +"zu erzeugen, das Agenten für die Wegfindung verwenden können." msgid "" "Lastly, if you use :ref:`doc_2d_lights_and_shadows` or GPUParticles2D, you " @@ -375,6 +537,10 @@ msgid "" "particles. This requires defining occluder polygons for \"solid\" tiles on " "the TileSet." msgstr "" +"Schließlich, wenn Sie :ref:`doc_2d_lights_and_shadows` oder GPUParticles2D " +"verwenden, möchten Sie vielleicht auch, dass Ihr TileSet Schatten wirft und " +"mit Partikeln kollidiert. Dazu müssen Occluder-Polygone für \"solide\" Tiles " +"auf dem TileSet definiert werden." msgid "" "To be able to define collision, navigation and occlusion shapes for each " @@ -383,31 +549,47 @@ msgid "" "TileSet property value in the inspector to edit it then unfold **Physics " "Layers** and choose **Add Element**:" msgstr "" +"Um Kollisions-, Navigations- und Occlusion-Shapes für jede Tile definieren " +"zu können, müssen Sie zunächst eine Physik-, Navigations- oder Occlusion-" +"Schicht für die TileSet-Ressource erstellen. Wählen Sie dazu den Node " +"TileMap aus, klicken Sie im Inspektor auf den Property-Wert TileSet, um ihn " +"zu bearbeiten, klappen Sie dann **Physik-Ebenen** auf und wählen Sie " +"**Element hinzufügen**:" msgid "" "Creating a physics layer in the TileSet resource inspector (within the " "TileMap node)" msgstr "" +"Erstellen einer Physik-Ebene im TileSet-Ressourceninspektor (innerhalb des " +"TileMap-Nodes)" msgid "" "If you also need navigation support, now is a good time to create a " "navigation layer:" msgstr "" +"Wenn Sie auch Navigationsunterstützung benötigen, ist jetzt ein guter " +"Zeitpunkt, um eine Navigationsebene zu erstellen:" msgid "" "Creating a navigation layer in the TileSet resource inspector (within the " "TileMap node)" msgstr "" +"Erstellen einer Navigationsebene im TileSet-Ressourceninspektor (innerhalb " +"des TileMap-Nodes)" msgid "" "If you need support for light polygon occluders, now is a good time to " "create an occlusion layer:" msgstr "" +"Wenn Sie Unterstützung für Licht-Polygon-Occluder benötigen, ist jetzt ein " +"guter Zeitpunkt, um eine Okklusionsebene zu erstellen:" msgid "" "Creating an occlusion layer in the TileSet resource inspector (within the " "TileMap node)" msgstr "" +"Erstellen einer Occlusion-Ebene im TileSet-Ressourceninspektor (innerhalb " +"des TileMap-Nodes)" msgid "" "Future steps in this tutorial are tailored to creating collision polygons, " @@ -415,34 +597,52 @@ msgid "" "respective polygon editors behave in the same way, so these steps are not " "repeated for brevity." msgstr "" +"Die weiteren Schritte in diesem Tutorial sind auf die Erstellung von " +"Kollisionspolygonen zugeschnitten, aber das Verfahren für Navigation und " +"Occlusion ist sehr ähnlich. Die jeweiligen Polygon-Editoren verhalten sich " +"auf die gleiche Weise, daher werden diese Schritte der Kürze halber nicht " +"wiederholt." msgid "" "The only caveat is that the tile's occlusion polygon property is part of a " "**Rendering** subsection in the atlas inspector. Make sure to unfold this " "section so you can edit the polygon." msgstr "" +"Die einzige Einschränkung ist, dass die Property des Oclusion-Polygons der " +"Tile Teil eines Unterabschnitts **Rendering** im Atlasinspektor ist. Stellen " +"Sie sicher, dass Sie diesen Abschnitt ausklappen, damit Sie das Polygon " +"bearbeiten können." msgid "" "After creating a physics layer, you have access to the **Physics Layer** " "section in the TileSet atlas inspector:" msgstr "" +"Nachdem Sie eine Physikebene erstellt haben, haben Sie Zugriff auf den " +"Abschnitt **Physikebene** im TileSet-Atlasinspektor:" msgid "Opening the collision editor while in Select mode" -msgstr "" +msgstr "Öffnen des Kollisionseditors aus dem Auswahlmodus heraus" msgid "" "You can quickly create a rectangle collision shape by pressing :kbd:`F` " "while the TileSet editor is focused. If the keyboard shortcut doesn't work, " "try clicking in the empty area around the polygon editor to focus it:" msgstr "" +"Sie können schnell eine rechteckige Kollisions-Shape erstellen, indem Sie :" +"kbd:`F` drücken, während der TileSet-Editor fokussiert ist. Wenn das " +"Tastenkürzel nicht funktioniert, versuchen Sie, in den leeren Bereich um den " +"Polygon-Editor zu klicken, um ihn zu fokussieren:" msgid "Using default rectangle collision shape by pressing :kbd:`F`" msgstr "" +"Verwendung der Standard-Rechteck-Kollisionsform durch Drücken von :kbd:`F`" msgid "" "In this tile collision editor, you have access to all the 2D polygon editing " "tools:" msgstr "" +"In diesem Tile-Kollisions-Editor haben Sie Zugriff auf alle 2D-Polygon-" +"Bearbeitungstools:" msgid "" "Use the toolbar above the polygon to toggle between creating a new polygon, " @@ -450,37 +650,57 @@ msgid "" "vertical dots\" menu button offers additional options, such as rotating and " "flipping the polygon." msgstr "" +"Mit der Toolbar oberhalb des Polygons können Sie zwischen der Erstellung " +"eines neuen Polygons, der Bearbeitung eines vorhandenen Polygons und dem " +"Entfernen von Punkten auf dem Polygon umschalten. Der Button mit den \"drei " +"vertikalen Punkten\" bietet zusätzliche Optionen, wie das Drehen und " +"Spiegeln des Polygons." msgid "Create new points by clicking and dragging a line between two points." msgstr "" +"Erstellen Sie neue Punkte, indem Sie auf eine Linie zwischen zwei Punkten " +"klicken und diese ziehen." msgid "" "Remove a point by right-clicking it (or using the Remove tool described " "above and left-clicking)." msgstr "" +"Entfernen Sie einen Punkt, indem Sie ihn mit der rechten Maustaste anklicken " +"(oder das oben beschriebene Tool \"Entfernen\" verwenden und mit der linken " +"Maustaste klicken)." msgid "" "Pan in the editor by middle-clicking or right-clicking. (Right-click panning " "can only be used in areas where there is no point nearby.)" msgstr "" +"Schwenken Sie im Editor mit der mittleren Maustaste oder der rechten " +"Maustaste. (Das Schwenken mit der rechten Maustaste kann nur in Bereichen " +"verwendet werden, in denen sich kein Punkt in der Nähe befindet)." msgid "" "You can use the default rectangle shape to quickly create a triangle-shaped " "collision shape by removing one of the points:" msgstr "" +"Sie können die Default-Rechteck-Shape verwenden, um schnell eine dreieckige " +"Kollisions-Shape zu erstellen, indem Sie einen der Punkte entfernen:" msgid "" "Creating a triangle collision shape by right-clicking one of the corners to " "remove it" msgstr "" +"Erstellen einer dreieckigen Kollisions-Shape durch Rechtsklick auf eine der " +"Ecken, um sie zu entfernen" msgid "" "You can also use the rectangle as a base for more complex shapes by adding " "more points:" msgstr "" +"Sie können das Rechteck auch als Basis für komplexere Formen verwenden, " +"indem Sie weitere Punkte hinzufügen:" msgid "Drawing a custom collision for a complex tile shape" msgstr "" +"Zeichnen einer benutzerdefinierten Kollision für eine komplexe Tile-Shape" msgid "" "If you have a large tileset, specifying the collision for each tile " @@ -490,9 +710,16 @@ msgid "" "quickly, use functionality to :ref:`assign properties to multiple tiles at " "once `." msgstr "" +"Wenn Sie ein großes Tileset haben, kann die Angabe der Kollision für jede " +"einzelne Tile viel Zeit in Anspruch nehmen. Dies gilt insbesondere, da " +"TileMaps dazu neigen, viele Tiles mit gemeinsamen Kollisionsmustern zu haben " +"(z. B. massive Blöcke oder 45-Grad-Schrägen). Um eine ähnliche Kollisions-" +"Shape schnell auf mehrere Tiles anzuwenden, verwenden Sie die Funktion :ref:" +"`Propertys mehreren Tiles auf einmal zuweisen " +"`." msgid "Assigning custom metadata to the TileSet's tiles" -msgstr "Zuweisung von benutzerdefinierten Metadaten zu den Kacheln des TileSet" +msgstr "Zuweisung von benutzerdefinierten Metadaten zu den Tiles des TileSet" msgid "" "You can assign custom data on a per-tile basis using *custom data layers*. " @@ -500,6 +727,11 @@ msgid "" "damage that a tile should deal when the player touches it, or whether a tile " "can be destroyed using a weapon." msgstr "" +"Sie können benutzerdefinierte Daten pro Tile zuweisen, indem Sie " +"*benutzerdefinierte Datenebenen* verwenden. Dies kann nützlich sein, um " +"spielspezifische Informationen zu speichern, z. B. den Schaden, den eine " +"Tile verursachen soll, wenn der Spieler sie berührt, oder ob eine Tile mit " +"einer Waffe zerstört werden kann." msgid "" "The data is associated with the tile in the TileSet: all instances of the " @@ -508,19 +740,32 @@ msgid "" "an alternative tile ` and " "changing the custom data for the alternative tile only." msgstr "" +"Die Daten sind mit der Tile im TileSet verbunden: alle Instanzen der " +"platzierten Tile verwenden dieselben benutzerdefinierten Daten. Wenn Sie " +"eine Variante einer Tile mit anderen benutzerdefinierten Daten erstellen " +"müssen, können Sie dies tun, indem Sie :ref:`eine alternative Tile erstellen " +"` und die benutzerdefinierten " +"Daten nur für die alternative Tile ändern." msgid "" "Creating a custom data layer in the TileSet resource inspector (within the " "TileMap node)" msgstr "" +"Erstellen einer benutzerdefinierten Datenebene im TileSet-" +"Ressourceninspektor (innerhalb des TileMap-Nodes)" msgid "Example of configured custom data layers with game-specific properties" msgstr "" +"Beispiel für konfigurierte benutzerdefinierte Datenebenen mit " +"spielspezifischen Propertys" msgid "" "You can reorder custom data without breaking existing metadata: the TileSet " "editor will update automatically after reordering custom data properties." msgstr "" +"Sie können benutzerdefinierte Daten neu anordnen, ohne bestehende Metadaten " +"zu zerstören: Der TileSet-Editor wird automatisch aktualisiert, nachdem " +"benutzerdefinierte Daten-Propertys neu angeordnet wurden." msgid "" "Note that in the editor, property names do not appear (only their index, " @@ -529,19 +774,31 @@ msgid "" "``damage_per_second`` metadata set to ``25`` and the ``destructible`` " "metadata to ``false``:" msgstr "" +"Beachten Sie, dass im Editor die Namen der Propertys nicht erscheinen (nur " +"ihr Index, in der Reihenfolge, in der sie definiert sind). In dem oben " +"gezeigten Beispiel für benutzerdefinierte Datenebenen weisen wir einer Tile " +"die Metadaten ``damage_per_second`` auf ``25`` und ``destructible`` auf " +"``false`` zu:" msgid "Editing custom data in the TileSet editor while in Select mode" msgstr "" +"Bearbeiten von benutzerdefinierten Daten im TileSet-Editor aus dem " +"Auswahlmodus heraus" msgid "" ":ref:`Tile property painting " "` can also be used for " "custom data:" msgstr "" +":ref:`Malen von Tile-Propertys " +"` kann auch für eigene " +"Daten verwendet werden:" msgid "" "Assigning custom data in the TileSet editor using tile property painting" msgstr "" +"Zuweisen von benutzerdefinierten Daten im TileSet-Editor mithilfe von Tile-" +"Property-Malen" msgid "Creating terrain sets (autotiling)" msgstr "Erstellen von Geländesätzen (Autotiling)" @@ -552,6 +809,11 @@ msgid "" "autotiles. Unlike autotiles, terrains can support transitions from one " "terrain to another, as a tile may define several terrains at once." msgstr "" +"Diese Funktionalität wurde in Godot 3.x in einer anderen Form als " +"*Autotiling* implementiert. Terrains sind im Wesentlichen ein " +"leistungsfähigerer Ersatz für Autotiles. Im Gegensatz zu Autotiles können " +"Terrains Übergänge von einem Terrain zu einem anderen unterstützen, da eine " +"Tile mehrere Terrains auf einmal definieren kann." msgid "" "Unlike before, where autotiles were a specific kind of tiles, terrains are " @@ -560,6 +822,12 @@ msgid "" "terrain data in a smart way. This means any terrain tile can be either " "painted as terrain or as a single tile, like any other." msgstr "" +"Im Gegensatz zu früher, wo Autotiles eine spezielle Art von Tiles waren, " +"sind Terrains nur eine Reihe von Propertys, die Atlas-Tiles zugeordnet sind. " +"Diese Propertys werden dann von einem speziellen TileMap-Malmodus verwendet, " +"der Tiles mit Terrain-Daten auf intelligente Weise auswählt. Das bedeutet, " +"dass jede Terrain-Tile entweder als Terrain oder als einzelne Tile gemalt " +"werden kann, wie jede andere auch." msgid "" "A \"polished\" tileset generally features variations that you should use on " @@ -568,43 +836,63 @@ msgid "" "procedurally generated levels can also be difficult and require a lot of " "code." msgstr "" +"Ein \"poliertes\" Tileset enthält im Allgemeinen Variationen, die Sie an " +"Ecken oder Kanten von Plattformen, Böden usw. verwenden sollten. Diese " +"können zwar manuell platziert werden, aber das wird schnell mühsam. Die " +"Handhabung dieser Situation mit prozedural generierten Levels kann ebenfalls " +"schwierig sein und eine Menge Code erfordern." msgid "" "Godot offers *terrains* to perform this kind of tile connections " "automatically. This allows you to have the \"correct\" tile variants " "automatically used." msgstr "" +"Godot bietet *Terrains*, um diese Art von Tile-Verbindungen automatisch " +"durchzuführen. So können Sie automatisch die \"richtigen\" Tile-Varianten " +"verwenden." msgid "" "Terrains are grouped into terrain sets. Each terrain set is assigned a mode " "from **Match Corners and Sides**, **Match Corners** and **Match sides**. " "They define how terrains are matched to each other in a terrain set." msgstr "" +"Terrains werden in Terrainsets gruppiert. Jedem Terrainset ist ein Modus aus " +"**Ecken und Seiten anpassen**, **Ecken anpassen** und **Seiten anpassen** " +"zugeordnet. Sie legen fest, wie Terrains in einem Terrainset aneinander " +"angepasst werden." msgid "" "The above modes correspond to the previous bitmask modes autotiles used in " "Godot 3.x: 2×2, 3×3 or 3×3 minimal. This is also similar to what the `Tiled " "`__ editor features." msgstr "" +"Die oben genannten Modi entsprechen den früheren Bitmasken-Modi, die in " +"Godot 3.x verwendet wurden: 2×2, 3×3 oder 3×3 minimal. Dies entspricht auch " +"den Funktionen des `Tiled `__-Editors." msgid "" "Select the TileMap node, go to the inspector and create a new terrain set " "within the TileSet *resource*:" msgstr "" +"Wählen Sie den TileMap-Node, gehen Sie zum Inspektor und erstellen Sie ein " +"neues Terrain-Set innerhalb der TileSet-*Ressource*:" msgid "" "Creating a terrain set in the TileSet resource inspector (within the TileMap " "node)" msgstr "" +"Erstellen eines Terrainsets im TileSet-Ressourceninspektor (innerhalb des " +"TileMap-Nodes)" msgid "" "After creating a terrain set, you **must** create one or more terrains " "*within* the terrain set:" msgstr "" +"Nach der Erstellung eines Terrainsets **müssen** Sie ein oder mehrere " +"Terrains *innerhalb* des Terrainsets erstellen:" -#, fuzzy msgid "Creating a terrain within the terrain set" -msgstr "Mit Licht interagieren" +msgstr "Erstellen eines Terrains innerhalb des Terrainsets" msgid "" "In the TileSet editor, switch to Select mode and click a tile. In the middle " @@ -613,15 +901,25 @@ msgid "" "which means you must set **Terrain Set** to ``0`` or greater before you can " "set **Terrain** to ``0`` or greater." msgstr "" +"Wechseln Sie im TileSet-Editor in den Auswahlmodus und klicken Sie auf eine " +"Tile. Klappen Sie in der mittleren Spalte den Abschnitt **Terrains** aus und " +"weisen Sie der Tile eine Terrain Set-ID und eine Terrain-ID zu. ``-1`` " +"bedeutet \"kein Geländeset\" oder \"kein Gelände\", was bedeutet, dass Sie " +"**Geländeset** auf ``0`` oder höher setzen müssen, bevor Sie **Gelände** auf " +"``0`` oder höher setzen können." msgid "" "Terrain set IDs and terrain IDs are independent from each other. They also " "start from ``0``, not ``1``." msgstr "" +"Terrain Set IDs und Terrain IDs sind unabhängig voneinander. Sie beginnen " +"auch bei ``0``, nicht bei ``1``." msgid "" "Configuring terrain on a single tile in the TileSet editor's Select mode" msgstr "" +"Konfigurieren des Terrains auf einer einzelnen Tile im Auswahlmodus des " +"TileSet-Editors" msgid "" "After doing so, you can now configure the **Terrain Peering Bits** section " @@ -629,6 +927,10 @@ msgid "" "tile will be placed depending on neighboring tiles. ``-1`` is a special " "value which refers to empty space." msgstr "" +"Danach können Sie nun den Abschnitt **Terrain-Peering-Bits** konfigurieren, " +"der in der mittleren Spalte sichtbar wird. Die Peering Bits bestimmen, " +"welche Tiles in Abhängigkeit von benachbarten Tiles platziert werden. ``-1`` " +"ist ein besonderer Wert, der sich auf leeren Raum bezieht." msgid "" "For example, if a tile has all its bits set to ``0`` or greater, it will " @@ -637,40 +939,55 @@ msgid "" "left, top and top-right bits are set to ``-1``, it will only appear if there " "is empty space on top of it (including diagonally)." msgstr "" +"Wenn zum Beispiel alle Bits einer Tile auf ``0`` oder höher gesetzt sind, " +"erscheint sie nur, wenn *alle* 8 benachbarten Tiles eine Tile mit der " +"gleichen Terrain ID benutzen. Wenn eine Tile ihre Bits auf ``0`` oder größer " +"gesetzt hat, aber die Bits oben links, oben und oben rechts auf ``-1`` " +"gesetzt sind, wird sie nur erscheinen, wenn es einen leeren Platz über ihr " +"gibt (auch diagonal)." msgid "" "Configuring terrain peering bits on a single tile in the TileSet editor's " "Select mode" msgstr "" +"Konfigurieren von Terrain-Peering-Bits auf einer einzelnen Tile im Select-" +"Modus des TileSet-Editors" -#, fuzzy msgid "An example configuration for a full tilesheet may look as follows:" -msgstr "Das Konfigurationsdateiformat lautet wie folgt:" +msgstr "" +"Eine Beispielkonfiguration für ein komplettes Tilesheet könnte wie folgt " +"aussehen:" msgid "Example full tilesheet for a sidescrolling game" -msgstr "" +msgstr "Beispiel für ein vollständiges Tilesheet für ein Sidescroller-Spiel" msgid "" "Example full tilesheet for a sidescrolling game with terrain peering bits " "visible" msgstr "" +"Beispiel für ein vollständiges Tilesheet für ein Sidescroller-Spiel mit " +"sichtbaren Terrain-Peering-Bits" msgid "Assigning properties to multiple tiles at once" -msgstr "Zuweisung von Eigenschaften zu mehreren Kacheln auf einmal" +msgstr "Zuweisung von Propertys zu mehreren Kacheln auf einmal" msgid "" "There are two ways to assign properties to multiple tiles at once. Depending " "on your use cases, one method may be faster than the other:" msgstr "" +"Es gibt zwei Möglichkeiten, mehreren Tiles gleichzeitig Propertys " +"zuzuweisen. Je nach Anwendungsfall kann die eine Methode schneller sein als " +"die andere:" -#, fuzzy msgid "Using multiple tile selection" -msgstr "Mehrere Threads verwenden" +msgstr "Mehrfachauswahl von Tiles verwenden" msgid "" "If you wish to configure various properties on several times at once, choose " "the **Select** mode at the top of the TileSet editor:" msgstr "" +"Wenn Sie verschiedene Propertys für mehrere Tiles gleichzeitig konfigurieren " +"möchten, wählen Sie den Modus **Auswählen** oben im TileSet-Editor:" msgid "" "After doing this, you can select multiple tiles on the right column by " @@ -680,6 +997,12 @@ msgid "" "the rest of the selection) by holding :kbd:`Shift` then clicking on a " "selected tile." msgstr "" +"Danach können Sie mehrere Tiles in der rechten Spalte auswählen, indem Sie :" +"kbd:`Shift` gedrückt halten und dann auf die Tiles klicken. Sie können auch " +"ein Rechteck auswählen, indem Sie die linke Maustaste gedrückt halten und " +"die Maus ziehen. Schließlich können Sie bereits ausgewählte Tiles wieder " +"abwählen (ohne den Rest der Auswahl zu beeinflussen), indem Sie :kbd:" +"`Umschalt` gedrückt halten und dann auf ein ausgewähltes Tile klicken." msgid "" "You can then assign properties using the inspector in the middle column of " @@ -687,41 +1010,60 @@ msgid "" "all selected tiles. Like in the editor's inspector, properties that differ " "on selected tiles will remain different until you edit them." msgstr "" +"Sie können dann mit dem Inspektor in der mittleren Spalte des TileSet-" +"Editors Propertys zuweisen. Nur Propertys, die Sie hier ändern, werden auf " +"alle ausgewählten Tiles angewendet. Wie im Inspektor des Editors bleiben " +"Propertys, die sich bei ausgewählten Tiles unterscheiden, unterschiedlich, " +"bis Sie sie bearbeiten." msgid "" "With numerical and color properties, you will also see a preview of the " "property's value on all tiles in the atlas after editing a property:" msgstr "" +"Bei numerischen und farblichen Eigenschaften sehen Sie nach der Bearbeitung " +"einer Property auch eine Vorschau des Werts der Property auf allen Tiles im " +"Atlas:" msgid "" "Selecting multiple tiles using the Select mode, then applying properties" msgstr "" +"Auswählen mehrerer Tiles im Auswahlmodus und anschließendes Anwenden von " +"Propertys" -#, fuzzy msgid "Using tile property painting" -msgstr "Projekteinstellungen verwenden" +msgstr "Verwenden von Tile-Property-Malen" msgid "" "If you wish to apply a single property to several tiles at once, you can use " "the *property painting* mode for this purpose." msgstr "" +"Wenn Sie eine einzelne Property auf mehrere Tiles gleichzeitig anwenden " +"möchten, können Sie dazu den Modus *Property-Malen* verwenden." msgid "" "Configure a property to be painted in the middle column, then click on tiles " "(or hold down the left mouse button) in the right column to \"paint\" " "properties onto tiles." msgstr "" +"Konfigurieren Sie in der mittleren Spalte eine Property, die gezeichnet " +"werden soll, und klicken Sie dann in der rechten Spalte auf Tiles (oder " +"halten Sie die linke Maustaste gedrückt), um Propertys auf Tiles zu " +"\"malen\"." msgid "Painting tile properties using the TileSet editor" -msgstr "Malen von Flächeneigenschaften mit dem TileSet-Editor" +msgstr "Malen von Tile Propertys mit dem TileSet-Editor" msgid "" "Tile property painting is especially useful with properties that are time-" "consuming to set manually, such as collision shapes:" msgstr "" +"Das Malen von Tile-Propertys ist besonders nützlich bei Propertys, deren " +"manuelle Einstellung zeitaufwändig ist, wie z. B. bei Kollisions-Shapes:" msgid "Painting a collision polygon, then left-clicking tiles to apply it" msgstr "" +"Malen eines Kollisionspolygons und anschließendes Klicken mit der linken " +"Maustaste auf Tiles, um es anzuwenden" msgid "Creating alternative tiles" msgstr "Alternative Kacheln erstellen" @@ -732,22 +1074,36 @@ msgid "" "the same tile image, but rotated, flipped, or modulated with a different " "color. This can be done using *alternative tiles*." msgstr "" +"Manchmal möchten Sie ein einziges Tile-Bild (das nur einmal im Atlas " +"vorkommt) verwenden, das aber auf unterschiedliche Weise konfiguriert ist. " +"Zum Beispiel können Sie das gleiche Tile-Bild verwenden, aber gedreht, " +"gespiegelt oder mit einer anderen Farbe moduliert. Dies kann mit " +"*alternativen Tiles* geschehen." msgid "" "Since Godot 4.2, you don't have to create alternative tiles to rotate or " "flip tiles anymore. You can rotate any tile while placing it in the TileMap " "editor by using the rotation/flip buttons in the TileMap editor toolbar." msgstr "" +"Seit Godot 4.2 müssen Sie keine alternativen Tiles mehr erstellen, um Tiles " +"zu drehen oder zu spiegeln. Sie können jede Tile drehen, während Sie sie im " +"TileMap-Editor platzieren, indem Sie die Buttons zum Drehen/Spiegeln in der " +"Toolbar des TileMap-Editors verwenden." msgid "" "To create an alternative tile, right-click a base tile in the atlas " "displayed by the TileSet editor, then choose **Create an Alternative Tile**:" msgstr "" +"Um eine alternative Tile zu erstellen, klicken Sie mit der rechten Maustaste " +"auf eine Basis-Tile im Atlas, der vom TileSet-Editor angezeigt wird, und " +"wählen Sie dann **Alternative Tile erstellen**:" msgid "" "Creating an alternative tile by right-clicking a base tile in the TileSet " "editor" msgstr "" +"Erstellen einer alternativen Tile durch Rechtsklick auf eine Basis-Tile im " +"TileSet-Editor" msgid "" "If currently in Select mode, the alternative tile will already be selected " @@ -755,21 +1111,33 @@ msgid "" "alternative tiles, but you will need to switch to Select mode and select the " "alternative tile to edit it." msgstr "" +"Wenn Sie sich im Auswahlmodus befinden, ist die alternative Tile bereits zur " +"Bearbeitung ausgewählt. Wenn Sie sich nicht im Auswahlmodus befinden, können " +"Sie immer noch alternative Tiles erstellen, aber Sie müssen in den " +"Auswahlmodus wechseln und die alternative Tile auswählen, um sie zu " +"bearbeiten." msgid "" "If you don't see the alternative tile, pan over to the right of the atlas " "image, as alternative tiles always appear on the right of base tiles of a " "given atlas in the TileSet editor:" msgstr "" +"Wenn Sie die alternative Tile nicht sehen, schwenken Sie auf die rechte " +"Seite des Atlasbildes, da alternative Tiles im TileSet-Editor immer auf der " +"rechten Seite der Basis-Tiles eines bestimmten Atlas erscheinen:" msgid "Configuring an alternative tile after clicking it in the TileSet editor" msgstr "" +"Konfigurieren einer alternativen Tile nach dem Anklicken im TileSet-Editor" msgid "" "After selecting an alternative tile, you can change any properties using the " "middle column like you would on a base tile. However, the list of exposed " "properties is different compared to base tiles:" msgstr "" +"Nachdem Sie eine alternative Tile ausgewählt haben, können Sie in der " +"mittleren Spalte wie bei einer Basis-Tile alle Propertys ändern. Die Liste " +"der sichtbaren Propertys ist jedoch anders als bei der Basis-Tile:" msgid "" "**Alternative ID:** The unique numerical identifier for this alternative " @@ -777,12 +1145,18 @@ msgid "" "controls the sorting in the list of alternative tiles displayed in the " "editor." msgstr "" +"**Alternative ID:** Der eindeutige numerische Bezeichner für diese " +"alternative Tile. Wenn Sie sie ändern, werden bestehende TileMaps zerstört, " +"seien Sie also vorsichtig! Diese ID steuert auch die Sortierung in der Liste " +"der alternativen Tiles, die im Editor angezeigt wird." msgid "**Rendering > Flip H:** If ``true``, the tile is horizontally flipped." msgstr "" +"**Rendern > H spiegeln:** Wenn ``true``, wird die Tile horizontal gespiegelt." msgid "**Rendering > Flip V:** If ``true``, the tile is vertically flipped." msgstr "" +"**Rendern > V spiegeln:** Wenn ``true``, wird die Tile horizontal gespiegelt." msgid "" "**Rendering > Transpose:** If ``true``, the tile is rotated 90 degrees " @@ -792,26 +1166,43 @@ msgid "" "clockwise, enable **Flip H** and **Flip V**. To rotate a tile by 270 degrees " "clockwise, enable **Flip V** and **Transpose**." msgstr "" +"**Rendern > Transponieren:** Wenn ``true``, wird die Tile um 90 Grad *gegen " +"den Uhrzeigersinn* gedreht und dann vertikal gespiegelt. In der Praxis " +"bedeutet dies, dass Sie **H spiegeln** und **Transponieren** aktivieren " +"sollten, um eine Tile um 90 Grad im Uhrzeigersinn zu drehen, ohne sie zu " +"spiegeln. Um eine Tile um 180 Grad im Uhrzeigersinn zu drehen, aktivieren " +"Sie **H spiegeln** und **V spiegeln**. Um eine Kachel um 270 Grad im " +"Uhrzeigersinn zu drehen, aktivieren Sie **V spiegeln** und **Transponieren**." msgid "" "**Rendering > Texture Origin:** The origin to use for drawing the tile. This " "can be used to visually offset the tile compared to the base tile." msgstr "" +"**Rendern > Textur-Ursprung:** Der Ursprung, der für das Zeichnen der Tile " +"verwendet wird. Dies kann verwendet werden, um die Tile im Vergleich zur " +"Basis-Tile visuell zu versetzen." msgid "" "**Rendering > Modulate:** The color multiplier to use when rendering the " "tile." msgstr "" +"**Rendern > Modulieren:** Der Farbmultiplikator, der beim Rendern der Tile " +"verwendet wird." msgid "" "**Rendering > Material:** The material to use for this tile. This can be " "used to apply a different blend mode or custom shaders to a single tile." msgstr "" +"**Rendern > Material:** Das für diese Tile zu verwendende Material. Dies " +"kann verwendet werden, um einen anderen Blending-Modus oder " +"benutzerdefinierte Shader auf eine einzelne Tile anzuwenden." msgid "" "**Z Index:** The sorting order for this tile. Higher values will make the " "tile render in front of others on the same layer." msgstr "" +"**Z-Index:** Die Sortierreihenfolge für diese Tile. Bei höheren Werten wird " +"die Kachel vor anderen auf derselben Ebene gerendert." msgid "" "**Y Sort Origin:** The vertical offset to use for tile sorting based on its " @@ -820,6 +1211,13 @@ msgid "" "issues with sorting certain tiles. Only effective if **Y Sort Enabled** is " "``true`` on the TileMap layer the tile is placed on." msgstr "" +"**Y-Sortierungsursprung:** Der vertikale Offset, der für die Sortierung der " +"Tiles basierend auf ihrer Y-Koordinate (in Pixel) verwendet wird. Dies " +"ermöglicht die Verwendung von Ebenen, wie wenn sie auf verschiedenen Höhen " +"bei Top-Down-Spiele wären. Die Anpassung dieses Wertes kann helfen, Probleme " +"bei der Sortierung bestimmter Tiles zu beheben. Nur wirksam, wenn **Y-" +"Sortierung aktiviert** auf dem TileMap Layer, auf dem das Tile platziert " +"ist, auf ``true`` steht." msgid "" "You can create an additional alternative tile variant by clicking the large " @@ -827,12 +1225,20 @@ msgid "" "base tile and right-clicking it to choose **Create an Alternative Tile** " "again." msgstr "" +"Sie können eine zusätzliche alternative Tile-Variante erstellen, indem Sie " +"auf das große \"+\"-Symbol neben der alternativen Tile klicken. Dies ist " +"gleichbedeutend mit der Auswahl der Basis-Tile und einem Rechtsklick darauf, " +"um erneut **Alternative Tile erstellen** zu wählen." msgid "" "When creating an alternative tile, none of the properties from the base tile " "are inherited. You must set properties again on the alternative tile if you " "wish those to be identical on the base tile and the alternative tile." msgstr "" +"Bei der Erstellung einer alternativen Tile wird keine der Propertys der " +"Basis-Tile übernommen. Sie müssen die Propertys auf der alternativen Tile " +"erneut festlegen, wenn Sie möchten, dass diese auf der Basis-Tile und der " +"alternativen Tile identisch sind." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po index 176420e0b2..5af6720feb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,6 +24,8 @@ msgid "" "Godot also supports antialiasing in 2D rendering. This is covered on the :" "ref:`doc_2d_antialiasing` page." msgstr "" +"Godot unterstützt auch Antialiasing beim 2D-Rendering. Dies wird auf der " +"Seite :ref:`doc_2d_antialiasing` behandelt." msgid "Introduction" msgstr "Einführung" @@ -34,32 +36,42 @@ msgid "" "surface edges (edge aliasing) and as flickering and/or sparkles on " "reflective surfaces (specular aliasing)." msgstr "" +"Aufgrund ihrer begrenzten Auflösung können in 3D gerenderte Szenen Aliasing-" +"Artefakte aufweisen. Diese Artefakte äußern sich in der Regel als " +"\"Treppeneffekt\" an Oberflächenkanten (Kanten-Aliasing) und als Flimmern " +"und/oder Glitzern auf reflektierenden Oberflächen (Spiegel-Aliasing)." msgid "" "In the example below, you can notice how edges have a blocky appearance. The " "vegetation is also flickering in and out, and thin lines on top of the box " "have almost disappeared:" msgstr "" +"Im folgenden Beispiel können Sie sehen, wie die Kanten blockartig aussehen. " +"Auch die Vegetation flackert auf und ab, und die dünnen Linien oben auf der " +"Box sind fast verschwunden:" msgid "" "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more " "noticeable." msgstr "" +"Das Bild wurde um das zweifache skaliert und mit einem Nearest-Neighbor-" +"Filter versehen, um Aliasing deutlicher zu machen." msgid "" "To combat this, various antialiasing techniques can be used in Godot. These " "are detailed below." msgstr "" +"Um dem entgegenzuwirken, können in Godot verschiedene Antialiasing-Techniken " +"eingesetzt werden. Diese werden im Folgenden beschrieben." -#, fuzzy msgid "" "You can compare antialiasing algorithms in action using the `3D Antialiasing " "demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können Antialiasing-Algorithmen in Aktion vergleichen, indem Sie das `3D " +"Antialiasing-Demoprojekt `__ verwenden." msgid "Multisample antialiasing (MSAA)" msgstr "Multi-Sample Antialiasing (MSAA)" @@ -69,6 +81,9 @@ msgid "" "very effective on geometry edges (especially at higher levels). MSAA does " "not introduce any blurriness whatsoever." msgstr "" +"Diese Methode ist die \"historische\" Art, mit Aliasing umzugehen. MSAA ist " +"sehr effektiv bei Geometriekanten (insbesondere bei höheren Stufen). MSAA " +"führt zu keinerlei Unschärfe." msgid "" "MSAA is available in 3 levels: 2×, 4×, 8×. Higher levels are more effective " @@ -76,6 +91,10 @@ msgid "" "modern visuals, sticking to 2× or 4× MSAA is highly recommended as 8× MSAA " "is usually too demanding." msgstr "" +"MSAA ist in 3 Stufen verfügbar: 2×, 4×, 8×. Höhere Stufen sind effektiver " +"bei der Kantenglättung, sind aber auch deutlich anspruchsvoller. Bei Spielen " +"mit moderner Grafik ist es sehr empfehlenswert, bei 2× oder 4× MSAA zu " +"bleiben, da 8× MSAA in der Regel zu anspruchsvoll ist." msgid "" "The downside of MSAA is that it only operates on edges. This is because MSAA " @@ -86,6 +105,13 @@ msgid "" "Scissor** transparency mode (1-bit transparency). MSAA is also ineffective " "on specular aliasing." msgstr "" +"Der Nachteil von MSAA ist, dass es nur auf Kanten wirkt. Das liegt daran, " +"dass MSAA die Anzahl der *Deckungs*-Samples erhöht, aber nicht die Anzahl " +"der *Farb*-Samples. Da sich jedoch die Anzahl der Farb-Samples nicht erhöht " +"hat, werden Fragment-Shader weiterhin für jedes Pixel nur einmal ausgeführt. " +"Daher reduziert MSAA das Transparenz-Aliasing bei Materialien, die den " +"Transparenzmodus **Alpha-Schere** (1-Bit-Transparenz) verwenden, nicht. MSAA " +"ist auch unwirksam bei spiegelndem Aliasing." msgid "" "To mitigate aliasing on alpha scissor materials, :ref:`alpha antialiasing " @@ -95,6 +121,12 @@ msgid "" "but it's effective at reducing aliasing on transparent materials without " "introducing any blurriness." msgstr "" +"Um Aliasing bei Alpha-Schere-Materialien abzuschwächen, kann :ref:`alpha " +"antialiasing ` (auch *Alpha-to-" +"Coverage* genannt) für bestimmte Materialien in den StandardMaterial3D- oder " +"ORMMaterial3D-Propertys aktiviert werden. Alpha-to-Coverage hat einen " +"moderaten Performance-Aufwand, aber es ist effektiv bei der Reduzierung von " +"Aliasing auf transparenten Materialien, ohne Unschärfe einzuführen." msgid "" "MSAA can be enabled in the Project Settings by changing the value of the " @@ -102,11 +134,17 @@ msgid "" "change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these " "are entirely separate settings." msgstr "" +"MSAA kann in den Projekteinstellungen aktiviert werden, indem der Wert der " +"Einstellung **Rendern > Antialiasing > Qualität > MSAA 3D** geändert wird. " +"Es ist wichtig, den Wert der Einstellung **MSAA 3D** und nicht **MSAA 2D** " +"zu ändern, da es sich um völlig separate Einstellungen handelt." msgid "" "Comparison between no antialiasing (left) and various MSAA levels (right). " "Note that alpha antialiasing is not used here:" msgstr "" +"Vergleich zwischen keinem Antialiasing (links) und verschiedenen MSAA-Stufen " +"(rechts). Beachten Sie, dass Alpha-Antialiasing hier nicht verwendet wird:" msgid "Temporal antialiasing (TAA)" msgstr "Temporales Antialiasing (TAA)" @@ -115,6 +153,8 @@ msgid "" "*This is only available in the Clustered Forward backend, not the Forward " "Mobile or Compatibility backends.*" msgstr "" +"*Dies ist nur im Clustered Forward Backend verfügbar, nicht im Forward " +"Mobile oder Kompatibilität-Backend.*" msgid "" "Temporal antialiasing works by *converging* the result of previously " @@ -123,6 +163,12 @@ msgid "" "every frame. This jittering is done to capture sub-pixel detail and should " "be unnoticeable except in extreme situations." msgstr "" +"Temporales Antialiasing funktioniert durch *Konvertierung* des Ergebnisses " +"zuvor gerenderter Frames zu einem einzigen, hochwertigen Frame. Dabei " +"handelt es sich um einen kontinuierlichen Prozess, bei dem die Position " +"aller Eckpunkte in der Szene in jedem Frame gejittert wird. Dieses Jittering " +"wird durchgeführt, um Subpixel-Details zu erfassen, und sollte außer in " +"extremen Situationen nicht zu bemerken sein." msgid "" "This technique is commonly used in modern games, as it provides the most " @@ -130,6 +176,10 @@ msgid "" "induced artifacts. TAA also provides full support for transparency " "antialiasing." msgstr "" +"Diese Methode wird häufig in modernen Spielen verwendet, da sie die " +"effektivste Form des Antialiasing gegen Specular Aliasing und andere Shader-" +"induzierte Artefakte bietet. TAA bietet auch volle Unterstützung für " +"Transparenz-Antialiasing." msgid "" "TAA introduces a small amount of blur when enabled in still scenes, but this " @@ -138,14 +188,23 @@ msgid "" "objects. Rendering at a higher framerate will allow TAA to converge faster, " "therefore making those ghosting artifacts less visible." msgstr "" +"TAA führt zu einer leichten Unschärfe, wenn es in unbewegten Szenen " +"aktiviert ist, aber dieser Unschärfeeffekt wird deutlicher, wenn sich die " +"Kamera bewegt. Ein weiterer Nachteil von TAA ist, dass es zu *Ghosting*-" +"Artefakten hinter sich bewegenden Objekten kommen kann. Wenn Sie mit einer " +"höheren Framerate rendern, kann TAA schneller konvergieren, so dass diese " +"Ghosting-Artefakte weniger sichtbar sind." msgid "" "Temporal antialiasing can be enabled in the Project Settings by changing the " "value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting." msgstr "" +"Temporales Antialiasing kann in den Projekteinstellungen aktiviert werden, " +"indem der Wert der Einstellung **Rendern > Antialiasing > Qualität > TAA " +"verwenden** geändert wird." msgid "Comparison between no antialiasing (left) and TAA (right):" -msgstr "" +msgstr "Vergleich zwischen keinem Antialiasing (links) und TAA (rechts):" msgid "AMD FidelityFX Super Resolution 2.2 (FSR2)" msgstr "AMD FidelityFX Super Resolution 2.2 (FSR2)" @@ -158,6 +217,13 @@ msgid "" "FSR2 is normally designed to improve performance by lowering the internal 3D " "rendering resolution, then upscaling to the output resolution." msgstr "" +"Seit Godot 4.2 gibt es Built-in-Unterstützung für `AMD FidelityFX Super " +"Resolution `__ 2.2. Dabei handelt es sich um eine :ref:`Upscaling-Methode " +"`, die mit allen aktuellen GPUs aller Hersteller " +"kompatibel ist. FSR2 ist normalerweise darauf ausgelegt, die Performance zu " +"verbessern, indem die interne 3D-Rendering-Auflösung herabgesetzt und dann " +"auf die Ausgabeauflösung hochskaliert wird." msgid "" "However, unlike FSR1, FSR2 also provides temporal antialiasing. This means " @@ -166,6 +232,12 @@ msgid "" "situation, enabling FSR2 will actually *decrease* performance, but it will " "significantly improve rendering quality." msgstr "" +"Im Gegensatz zu FSR1 bietet FSR2 jedoch auch temporales Antialiasing. Das " +"bedeutet, dass FSR2 bei nativer Auflösung für hochwertiges Antialiasing " +"verwendet werden kann, wobei die Eingabeauflösung gleich der " +"Ausgabeauflösung ist. In diesem Fall führt die Aktivierung von FSR2 zwar zu " +"einer *verringerten* Performance, aber zu einer deutlichen Verbesserung der " +"Rendering-Qualität." msgid "" "Using FSR2 at native resolution is more demanding than using TAA at native " @@ -173,11 +245,19 @@ msgid "" "headroom. On the bright side, FSR2 provides better antialiasing coverage " "with less blurriness compared to TAA, especially in motion." msgstr "" +"Die Verwendung von FSR2 bei nativer Auflösung ist anspruchsvoller als die " +"Verwendung von TAA bei nativer Auflösung, so dass seine Verwendung nur dann " +"empfohlen wird, wenn Sie über erheblichen Spielraum bei der GPU verfügen. " +"Positiv zu vermerken ist, dass FSR2 im Vergleich zu TAA eine bessere " +"Antialiasing-Abdeckung mit weniger Unschärfe bietet, insbesondere bei " +"Bewegungen." msgid "" "Comparison between no antialiasing (left) and FSR2 at native resolution " "(right):" msgstr "" +"Vergleich zwischen keinem Antialiasing (links) und FSR2 bei nativer " +"Auflösung (rechts):" msgid "" "By default, the **FSR Sharpness** project setting is set to ``0.2`` (higher " @@ -185,14 +265,20 @@ msgid "" "sharpening has been disabled by setting it to ``2.0`` on the above " "screenshot." msgstr "" +"Standardmäßig ist die **FSR-Schärfe** des Projekts auf ``0,2`` eingestellt " +"(höhere Werte bewirken eine geringere Schärfung). Zu Vergleichszwecken wurde " +"die FSR-Schärfe auf dem obigen Screenshot auf ``2.0`` gesetzt und damit " +"deaktiviert." msgid "Fast approximate antialiasing (FXAA)" -msgstr "Schnelle Annäherungs-Antialiasing (FXAA)" +msgstr "Fast Approximate Antialiasing (FXAA)" msgid "" "*This is only available in the Clustered Forward and Forward Mobile " "backends, not the Compatibility backend.*" msgstr "" +"*Dies ist nur in den Backends Clustered Forward und Forward Mobile " +"verfügbar, nicht im Kompatibilität-Backend.*" msgid "" "Fast approximate antialiasing is a post-processing antialiasing solution. It " @@ -200,6 +286,11 @@ msgid "" "antialiasing transparency. However, since it lacks temporal information, it " "will not do much against specular aliasing." msgstr "" +"Fast Approximate Antialiasing (Schnelles Angenährtes Antialiasing) ist eine " +"Post-Processing-Antialiasing-Lösung. Sie ist schneller als jede andere " +"Antialiasing-Technik und unterstützt auch Antialiasing-Transparenz. Da es " +"jedoch keine zeitlichen Informationen enthält, kann es nicht viel gegen " +"spiegelndes Aliasing ausrichten." msgid "" "This technique is still sometimes used in mobile games. However, on desktop " @@ -208,20 +299,31 @@ msgid "" "Nonetheless, exposing FXAA as an in-game option may still be worthwhile for " "players with low-end GPUs." msgstr "" +"Diese Methode wird manchmal noch in mobilen Spielen verwendet. Auf Desktop-" +"Plattformen ist FXAA jedoch im Allgemeinen zugunsten von temporalem " +"Antialiasing aus der Mode gekommen, das viel effektiver gegen spiegelndes " +"Aliasing ist. Nichtsdestotrotz kann es sich für Spieler mit " +"leistungsschwachen GPUs lohnen, FXAA als Option im Spiel zu nutzen." msgid "" "FXAA introduces a moderate amount of blur when enabled (more than TAA when " "still, but less than TAA when the camera is moving)." msgstr "" +"FXAA führt zu einer moderaten Unschärfe, wenn es aktiviert ist (mehr als " +"TAA, wenn die Kamera still steht, aber weniger als TAA, wenn die Kamera sich " +"bewegt)." msgid "" "FXAA can be enabled in the Project Settings by changing the value of the " "**Rendering > Anti Aliasing > Quality > Screen Space AA** setting to " "**FXAA**." msgstr "" +"FXAA kann in den Projekteinstellungen aktiviert werden, indem der Wert der " +"Einstellung **Rendern > Antialiasing > Qualität > Screen-Space AA** auf " +"**FXAA** geändert wird." msgid "Comparison between no antialiasing (left) and FXAA (right):" -msgstr "" +msgstr "Vergleich zwischen keinem Antialiasing (links) und FXAA (rechts):" msgid "Supersample antialiasing (SSAA)" msgstr "Supersample-Antialiasing (SSAA)" @@ -233,12 +335,21 @@ msgid "" "specular aliasing at the same time, without introducing potential ghosting " "artifacts." msgstr "" +"Supersampling bietet die höchstmögliche Qualität des Antialiasing, ist aber " +"auch die teuerste. Es funktioniert, indem jedes Pixel in der Szene mehrfach " +"ein Shading erhält. Dadurch kann SSAA Kanten, Transparenz *und* spiegelndes " +"Aliasing gleichzeitig glätten, ohne potenzielle Ghosting-Artefakte " +"einzuführen." msgid "" "The downside of SSAA is its *extremely* high cost. This cost generally makes " "SSAA difficult to use for game purposes, but you may still find " "supersampling useful for :ref:`offline rendering `." msgstr "" +"Der Nachteil von SSAA sind seine *extrem* hohen Kosten. Diese Kosten machen " +"es im Allgemeinen schwierig, SSAA für Spiele zu verwenden, aber Sie können " +"Supersampling immer noch nützlich finden für :ref:`Offline-Rendering " +"`." msgid "" "Supersample antialiasing is performed by increasing the **Rendering > " @@ -250,10 +361,21 @@ msgid "" "downsampling, the result will look crisper at integer scale factors (namely, " "``2.0``)." msgstr "" +"Supersample-Antialiasing wird durchgeführt, indem die erweiterte " +"Projekteinstellung **Rendern > Skalierung 3D > Skalierung** über ``1.0`` " +"erhöht wird, während sichergestellt wird, dass **Rendern > Skalierung 3D > " +"Modus** auf **Bilinear** (der Default) gesetzt ist. Da der Skalierungsfaktor " +"pro Achse definiert ist, wird ein Skalierungsfaktor von ``1.5`` zu 2.25× " +"SSAA führen, während ein Skalierungsfaktor von ``2.0`` zu 4× SSAA führen " +"wird. Da Godot die hardwareeigene bilineare Filterung verwendet, um das " +"Downsampling durchzuführen, sieht das Ergebnis bei ganzzahligen " +"Skalierungsfaktoren (nämlich ``2,0``) schärfer aus." msgid "" "Comparison between no antialiasing (left) and various SSAA levels (right):" msgstr "" +"Vergleich zwischen keinem Antialiasing (links) und verschiedenen SSAA-Stufen " +"(rechts):" msgid "" "Supersampling also has high video RAM requirements, since it needs to render " @@ -262,39 +384,60 @@ msgid "" "rendering the scene in 7680×4320 (8K resolution), which is 4 times more " "pixels." msgstr "" +"Supersampling hat auch hohe Video-RAM-Anforderungen, da es in der " +"Zielauflösung gerendert und dann auf die Fenstergröße *herunterskaliert* " +"werden muss. Wenn beispielsweise ein Projekt in 3840×2160 (4K-Auflösung) mit " +"4× SSAA angezeigt wird, muss die Szene in 7680×4320 (8K-Auflösung) gerendert " +"werden, also mit viermal mehr Pixeln." msgid "" "If you are using a high window size such as 4K, you may find that increasing " "the resolution scale past a certain value will cause a heavy slowdown (or " "even a crash) due to running out of VRAM." msgstr "" +"Wenn Sie eine hohe Fenstergröße wie etwa 4K verwenden, werden Sie " +"feststellen, dass die Erhöhung der Auflösungsskala über einen bestimmten " +"Wert hinaus zu einer starken Verlangsamung (oder sogar zu einem Absturz) " +"führt, weil der VRAM nicht mehr ausreicht." msgid "Screen-space roughness limiter" -msgstr "" +msgstr "Screen-Space-Rauheitsbegrenzer" msgid "" "This is not an edge antialiasing method, but it is a way of reducing " "specular aliasing in 3D." msgstr "" +"Dabei handelt es sich nicht um eine Kanten-Antialiasing-Methode, sondern um " +"eine Methode zur Verringerung von spiegelnden Aliasing-Effekten in 3D." msgid "" "The screen-space roughness limiter works best on detailed geometry. While it " "has an effect on roughness map rendering itself, its impact is limited there." msgstr "" +"Der Screen-Space-Rauheitsbegrenzer funktioniert am besten bei detaillierter " +"Geometrie. Er wirkt sich zwar auf das Rendering der Rauheitskarte selbst " +"aus, ist dort aber nur begrenzt wirksam." msgid "" "The screen-space roughness limiter is enabled by default; it doesn't require " "any manual setup. It has a small performance impact, so consider disabling " "it if your project isn't affected by specular aliasing much." msgstr "" +"Der Screen-Space-Rauheitsbegrenzer für den ist standardmäßig aktiviert; er " +"erfordert keine manuelle Einstellung. Er hat eine geringe Auswirkung auf die " +"Performance, daher sollten Sie ihn deaktivieren, wenn Ihr Projekt nicht " +"stark von spiegelnden Aliasing betroffen ist." msgid "Texture roughness limiter on import" -msgstr "" +msgstr "Texturrauheitsbegrenzer beim Import" msgid "" "Like the screen-space roughness limiter, this is not an edge antialiasing " "method, but it is a way of reducing specular aliasing in 3D." msgstr "" +"Wie der Screen-Space-Rauheitsbegrenzer für den ist dies keine Kanten-" +"Antialiasing-Methode, aber es ist eine Möglichkeit, spiegelnde Aliasing-" +"Effekte in 3D zu reduzieren." msgid "" "Roughness limiting on import works by specifying a normal map to use as a " @@ -305,6 +448,14 @@ msgid "" "click **Reimport** at the bottom of the Import dock after setting the path " "to the normal map." msgstr "" +"Die Rauheitsbegrenzung beim Import funktioniert durch die Angabe einer " +"Normalen-Karte, die als Richtlinie für die Rauheitsbegrenzung verwendet " +"wird. Dazu wählen Sie die Rauheitskarte im Dateisystem-Dock aus, gehen dann " +"zum Import-Dock und stellen **Rauheit > Modus** auf den Farbkanal ein, in " +"dem die Rauheitskarte gespeichert ist (in der Regel **Grün**), und legen " +"dann den Pfad zur Normal Map des Materials fest. Vergessen Sie nicht, auf " +"**Neuimport** am unteren Ende des Import-Docks zu klicken, nachdem Sie den " +"Pfad auf die Normal Map gesetzt haben." msgid "" "Since this processing occurs purely on import, it has no performance cost " @@ -312,10 +463,14 @@ msgid "" "import only helps reduce specular aliasing within textures, not the aliasing " "that occurs on geometry edges on detailed meshes." msgstr "" +"Da diese Verarbeitung ausschließlich beim Import erfolgt, hat sie keinerlei " +"Performance-Kosten. Die visuellen Auswirkungen sind jedoch begrenzt. Die " +"Begrenzung der Rauheit beim Import hilft nur bei der Reduzierung von " +"spiegelndem Aliasing innerhalb von Texturen, nicht aber bei Aliasing, das an " +"Geometriekanten auf detaillierten Meshes auftritt." -#, fuzzy msgid "Which antialiasing technique should I use?" -msgstr "Welche Sprache soll verwendet werden?" +msgstr "Welche Antialiasing-Methode sollte ich verwenden?" msgid "" "**There is no \"one size fits all\" antialiasing technique.** Since " @@ -323,6 +478,10 @@ msgid "" "blurriness, you'll want to add a setting to allow players to disable " "antialiasing." msgstr "" +"**Es gibt keine Standard-Methode für das Antialiasing** Da Antialiasing die " +"GPU oft stark beansprucht oder zu unerwünschten Unschärfen führen kann, " +"sollten Sie eine Einstellung hinzufügen, mit der die Spieler das " +"Antialiasing deaktivieren können." msgid "" "For projects with a photorealistic art direction, TAA is generally the most " @@ -333,12 +492,24 @@ msgid "" "FSR2 at native resolution for a better-looking form of temporal antialiasing " "compared to standard TAA." msgstr "" +"Für Projekte mit fotorealistischer Ausrichtung ist TAA in der Regel die am " +"besten geeignete Option. Während TAA Ghosting-Artefakte erzeugen kann, gibt " +"es keine andere Methode, die spiegelndes Aliasing so gut bekämpft wie TAA. " +"Der Screen-Space-Rauheitsbegrenzer hilft ein wenig, ist aber insgesamt weit " +"weniger wirksam gegen spiegelnde Aliasing-Effekte. Wenn Sie über zusätzliche " +"GPU-Leistung verfügen, können Sie FSR2 bei nativer Auflösung verwenden, um " +"eine besser aussehende Form von temporalem Antialiasing im Vergleich zu " +"Standard-TAA zu erzielen." msgid "" "For projects with a low amount of reflective surfaces (such as a cartoon " "artstyle), MSAA can work well. MSAA is also a good option if avoiding " "blurriness and temporal artifacts is important, such as in competitive games." msgstr "" +"Bei Projekten mit wenig reflektierenden Oberflächen (z. B. bei einem Cartoon-" +"Stil) kann MSAA gut funktionieren. MSAA ist auch eine gute Option, wenn es " +"wichtig ist, Unschärfe und zeitliche Artefakte zu vermeiden, wie z. B. bei " +"kompetitiven Spielen." msgid "" "When targeting low-end platforms such as mobile or integrated graphics, FXAA " @@ -346,6 +517,10 @@ msgid "" "circumstances, but higher MSAA levels are unlikely to run smoothly on mobile " "GPUs." msgstr "" +"Wenn es um Low-End-Plattformen wie mobile oder integrierte Grafikchips geht, " +"ist FXAA in der Regel die einzige brauchbare Option. 2× MSAA kann unter " +"Umständen brauchbar sein, aber es ist unwahrscheinlich, dass höhere MSAA-" +"Stufen auf mobilen GPUs reibungslos funktionieren." msgid "" "Godot allows using multiple antialiasing techniques at the same time. This " @@ -354,6 +529,11 @@ msgid "" "make moving edges look better when TAA is enabled, you can also enable MSAA " "at the same time." msgstr "" +"Godot erlaubt die gleichzeitige Verwendung mehrerer Antialiasing-Methoden. " +"Dies ist in der Regel nicht notwendig, kann aber auf High-End-GPUs oder " +"beim :ref:`Nicht-Echtzeit-Rendering ` für eine bessere " +"Darstellung sorgen. Um zum Beispiel bewegte Kanten besser aussehen zu " +"lassen, wenn TAA aktiviert ist, können Sie gleichzeitig MSAA aktivieren." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index d438665a0c..31c9b77e45 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "3D rendering limitations" -msgstr "3D Render Beschränkungen" +msgstr "3D-Render-Beschränkungen" msgid "Introduction" msgstr "Einführung" @@ -28,7 +28,7 @@ msgid "" "limitations. Godot's renderer is no exception. To work effectively with " "those limitations, you need to understand them." msgstr "" -"Echtzeit-Rendering-Engines haben aufgrund ihrer Ausrichtung auf Leistung " +"Echtzeit-Rendering-Engines haben aufgrund ihrer Ausrichtung auf Performance " "viele Einschränkungen. Der Renderer von Godot ist da keine Ausnahme. Um mit " "diesen Einschränkungen effektiv arbeiten zu können, müssen Sie diese " "verstehen." @@ -53,7 +53,7 @@ msgid "" "the texture needs to repeat." msgstr "" "Mobile GPUs sind normalerweise auf 4096x4096 Texturen limitiert. Nicht jede " -"mobile GPU unterstützt gekachelte Texturen, deren Größe keine Zweierpotenz " +"mobile GPU unterstützt Tiled-Texturen, deren Größe keine Zweierpotenz " "aufweist. Deshalb sollte für eine korrekte Darstellung auf allen Plattformen " "diese Regel beachtet sowie die Nutzung von Texturen vermieden werden, die " "größer sind als 4096x4096." @@ -64,11 +64,15 @@ msgid "" "``0``. This will reduce the texture's dimensions on import (preserving " "aspect ratio) without affecting the source file." msgstr "" +"Um die Größe einer bestimmten Textur zu begrenzen, die möglicherweise zu " +"groß zum Rendern ist, können Sie die Importoption **Prozess > " +"Größenbegrenzung** auf einen Wert größer als ``0`` setzen. Dadurch werden " +"die Abmessungen der Textur beim Import reduziert (unter Beibehaltung des " +"Seitenverhältnisses), ohne die Quelldatei zu verändern." msgid "Color banding" -msgstr "Farbstreifen" +msgstr "Color-Banding" -#, fuzzy msgid "" "When using the Forward+ or Forward Mobile rendering methods, Godot's 3D " "engine renders internally in HDR. However, the rendering output will be " @@ -77,29 +81,37 @@ msgid "" "For performance reasons, color precision is also lower when using the " "Forward Mobile rendering method compared to Forward+." msgstr "" -"Bei Verwendung der Renderer GLES3 oder Vulkan rendert die 3D-Engine von " -"Godot intern in HDR. Die Rendering-Ausgabe wird jedoch auf einen niedrigen " -"Dynamikbereich gemappt, damit sie auf dem Bildschirm angezeigt werden kann. " -"Dies kann zu sichtbarem Banding führen, insbesondere bei der Verwendung von " -"untexturierten Materialien. Dies ist auch bei 2D-Projekten zu beobachten, " -"wenn glatte Verlaufstexturen verwendet werden." +"Bei Verwendung der Render-Methoden Forward+ oder Forward Mobile rendert die " +"3D-Engine von Godot intern in HDR. Die Render-Ausgabe wird jedoch auf einen " +"niedrigen Dynamikbereich gemappt, damit sie auf dem Bildschirm angezeigt " +"werden kann. Dies kann zu sichtbarem Banding führen, insbesondere bei der " +"Verwendung von unstrukturierten Materialien. Aus Performancegründen ist die " +"Farbgenauigkeit bei der Forward Mobile-Rendering-Methode im Vergleich zu " +"Forward+ ebenfalls geringer." msgid "" "When using the Compatibility rendering method, HDR is not used and the color " "precision is the lowest of all rendering methods. This also applies to 2D " "rendering, where banding may be visible when using smooth gradient textures." msgstr "" +"Bei der Render-Methode \"Kompatibilität\" wird HDR nicht verwendet und die " +"Farbgenauigkeit ist die niedrigste aller Render-Methoden. Dies gilt auch für " +"das 2D-Rendering, bei dem bei der Verwendung von Texturen mit glatten " +"Gradienten Banding sichtbar sein kann." msgid "There are two main ways to alleviate banding:" -msgstr "Es gibt viele Möglichkeiten, den Hintergrund festzulegen:" +msgstr "Es gibt im Wesentlichen zwei Möglichkeiten, Banding zu mindern:" msgid "" "If using the Forward+ or Forward Mobile rendering methods, enable **Use " "Debanding** in the advanced Project Settings. This applies a fullscreen " "debanding shader as a post-processing effect and is very cheap." msgstr "" +"Wenn Sie die Render-Methoden Forward+ oder Forward Mobile verwenden, " +"aktivieren Sie **Debanding verwenden** in den erweiterten " +"Projekteinstellungen. Dies wendet einen Fullscreen-Debanding-Shader als Post-" +"Processing-Effekt an und ist sehr kostengünstig." -#, fuzzy msgid "" "Alternatively, bake some noise into your textures. This is mainly effective " "in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom " @@ -109,28 +121,28 @@ msgid "" "when using the Mobile and Compatibility rendering methods." msgstr "" "Alternativ können Sie auch etwas Rauschen in Ihre Texturen einbauen. Dies " -"ist vor allem in 2D effektiv, z. B. für Vignettierungseffekte. In 3D können " -"Sie auch einen `benutzerdefinierten Debanding-Shader `__ verwenden, der auf Ihre " -"*Materialien* angewendet wird. Diese Technik funktioniert auch, wenn Ihr " -"Projekt in LDR gerendert wird, d. h. sie funktioniert auch bei Verwendung " -"des GLES2-Renderers." +"ist vor allem in 2D effektiv, z.B. für Vignettierungseffekte. In 3D können " +"Sie auch einen `Custom Debanding Shader `__\" verwenden, der auf Ihre *Materialien* " +"angewendet wird. Diese Technik funktioniert auch, wenn Ihr Projekt mit " +"geringer Farbpräzision gerendert wird, d. h. sie funktioniert auch, wenn Sie " +"die Rendering-Methoden Mobile und Kompatibilität verwenden." msgid "Color banding comparison (contrast increased for more visibility)" msgstr "" +"Vergleich von Color-Banding (erhöhter Kontrast für bessere Sichtbarkeit)" -#, fuzzy msgid "" "See `Banding in Games: A Noisy Rant (PDF) `__ for more details about banding and ways to combat " "it." msgstr "" -"Siehe `Banding in Games: A Noisy Rant `__ für weitere Details über das Banding und Möglichkeiten diese zu " -"verhindern." +"Siehe `Banding in Games: A Noisy Rant (PDF) `__ für weitere Details über Banding und Möglichkeiten, " +"es zu bekämpfen." msgid "Depth buffer precision" -msgstr "Tiefenpuffergenauigkeit" +msgstr "Tiefenpuffer-Präzision" msgid "" "To sort objects in 3D space, rendering engines rely on a *depth buffer* " @@ -141,13 +153,13 @@ msgid "" "forth as the camera moves or rotates." msgstr "" "Um Objekte im 3D-Raum zu sortieren, stützen sich Rendering-Engines auf einen " -"*depth buffer* (auch *Z-Puffer* genannt). Dieser Puffer hat eine endliche " +"*Tiefenpuffer* (auch *Z-Puffer* genannt). Dieser Puffer hat eine endliche " "Genauigkeit: 24 Bit auf Desktop-Plattformen, manchmal 16 Bit auf mobilen " "Plattformen (aus Leistungsgründen). Wenn zwei verschiedene Objekte auf " -"demselben Pufferwert landen, kommt es zu Z-Kämpfen. Dies äußert sich in Form " -"von hin- und herflackernden Texturen, wenn sich die Kamera bewegt oder dreht." +"demselben Pufferwert landen, kommt es zu Z-Konflikten. Dies äußert sich in " +"Form von hin- und herflackernden Texturen, wenn sich die Kamera bewegt oder " +"dreht." -#, fuzzy msgid "" "To make the depth buffer more precise over the rendered area, you should " "*increase* the Camera node's **Near** property. However, be careful: if you " @@ -156,13 +168,13 @@ msgid "" "permissible value for your use case, though keep in mind it won't impact " "precision as much as the **Near** property." msgstr "" -"Um den depth Puffer über den gerenderten Bereich präziser zu machen, sollten " -"Sie die Eigenschaft **Near** des Kameraknotens **erhöhen**. Seien Sie jedoch " -"vorsichtig: Wenn Sie den Wert zu hoch ansetzen, können die Spieler durch " -"nahe gelegene Geometrien hindurchsehen. Sie sollten auch die Eigenschaft " -"**Far** des Kameraknotens auf den niedrigsten zulässigen Wert verringern, " -"obwohl dies die Präzision nicht so stark beeinflusst wie die Eigenschaft " -"**Near**." +"Um den Tiefenpuffer über den gerenderten Bereich präziser zu machen, sollten " +"Sie die Property **Near** des Kamera-Nodes *erhöhen*. Seien Sie jedoch " +"vorsichtig: Wenn Sie den Wert zu hoch einstellen, können die Spieler durch " +"die nahe gelegene Geometrie hindurchsehen. Sie sollten auch die Property " +"**Far** des Kamera-Nodes auf den niedrigsten zulässigen Wert für Ihren " +"Anwendungsfall *verringern*, aber bedenken Sie, dass dies die Präzision " +"nicht so stark beeinflusst wie die Eigenschaft **Near**." msgid "" "If you only need high precision when the player can see far away, you could " @@ -174,28 +186,28 @@ msgstr "" "Wenn Sie eine hohe Präzision nur dann benötigen, wenn der Spieler weit sehen " "kann, können Sie sie dynamisch je nach Spielbedingungen ändern. Wenn der " "Spieler zum Beispiel ein Flugzeug betritt, kann die Eigenschaft **Near** " -"vorübergehend erhöht werden, um Z-Kämpfe in der Ferne zu vermeiden. Sobald " -"der Spieler das Flugzeug verlässt, kann sie wieder verringert werden." +"vorübergehend erhöht werden, um Z-Konflikte in der Ferne zu vermeiden. " +"Sobald der Spieler das Flugzeug verlässt, kann sie wieder verringert werden." -#, fuzzy msgid "" "Depending on the scene and viewing conditions, you may also be able to move " "the Z-fighting objects further apart without the difference being visible to " "the player." msgstr "" -"Abhängig von der Szene und den Sichtverhältnissen können Sie die Z-Puffer-" -"Objekte auch weiter voneinander entfernen, ohne dass der Unterschied für den " -"Spieler sichtbar wird." +"Abhängig von der Szene und den Sichtverhältnissen können Sie die am Z-" +"Konflikt beteiligten Objekte auch weiter voneinander entfernen, ohne dass " +"der Unterschied für den Spieler sichtbar wird." msgid "" "Z-fighting comparison (before and after tweaking the scene by offsetting the " "Label3D away from the floor)" msgstr "" +"Z-Konflikt-Vergleich (vor und nach der Optimierung der Szene durch Versetzen " +"des Label3D vom Boden weg)" msgid "Transparency sorting" msgstr "Transparenz-Sortierung" -#, fuzzy msgid "" "In Godot, transparent materials are drawn after opaque materials. " "Transparent objects are sorted back to front before being drawn based on the " @@ -211,38 +223,39 @@ msgid "" msgstr "" "In Godot werden transparente Materialien nach undurchsichtigen Materialien " "gezeichnet. Transparente Objekte werden vor dem Zeichnen von hinten nach " -"vorne sortiert, basierend auf der Position des Spatials, nicht auf der " -"Position des Scheitelpunkts im Weltraum. Aus diesem Grund werden sich " -"überlappende Objekte oft in der falschen Reihenfolge sortiert. Um falsch " -"sortierte Objekte zu korrigieren, ändern Sie die Eigenschaft :ref:`Render " -"Priority ` des Materials. Dadurch " -"werden bestimmte Materialien vor oder hinter anderen transparenten " -"Materialien angezeigt. Aber selbst dann ist dies nicht immer ausreichend." +"vorne sortiert, basierend auf der Position des Node3D, nicht auf der " +"Position des Vertex im World-Space. Aus diesem Grund können sich " +"überlappende Objekte oft in der falschen Reihenfolge sortiert werden. Um " +"falsch sortierte Objekte zu korrigieren, ändern Sie die Property :ref:" +"`Render-Priorität ` des Materials " +"oder die Property :ref:`Sortier-Offset " +"` des Nodes. Renderpriorität " +"erzwingt, dass bestimmte Materialien vor oder hinter anderen transparenten " +"Materialien erscheinen, während Sortier-Offset das Objekt zum Zwecke der " +"Sortierung nach vorne oder hinten verschiebt. Aber selbst das ist manchmal " +"nicht ausreichend." -#, fuzzy msgid "" "Some rendering engines feature *order-independent transparency* techniques " "to alleviate this, but this is costly on the GPU. Godot currently doesn't " "provide this feature. There are still several ways to avoid this problem:" msgstr "" -"Einige Rendering-Engines verfügen über Techniken, welche die Transparenz " -"unabhängig von der Ordnung darstellt. Diese Technik ist aber dies ist " -"kostspielig auf der GPU. Godot bietet diese Funktion derzeit nicht an.Es " -"gibt mehrere Möglichkeiten, dieses Problem zu vermeiden:" +"Einige Rendering-Engines verfügen über *reihenfolge-unabhängige Transparenz*-" +"Techniken, um dieses Problem zu lösen, aber das ist auf der GPU sehr " +"kostspielig. Godot bietet diese Funktion derzeit nicht. Es gibt noch mehrere " +"Möglichkeiten, dieses Problem zu vermeiden:" -#, fuzzy msgid "" "Only make materials transparent if you actually need it. If a material only " "has a small transparent part, consider splitting it into a separate " "material. This will allow the opaque part to cast shadows and will also " "improve performance." msgstr "" -"Machen Sie Materialien nur dann transparent, wenn Sie diese wirklich " -"brauchen. Wenn ein Material nur einen kleinen transparenten Teil hat, " -"sollten Sie es in ein separates Material aufteilen. Dadurch kann der " -"undurchsichtige Teil Schatten werfen und auch die Leistung verbessern." +"Machen Sie Materialien nur dann transparent, wenn Sie es wirklich brauchen. " +"Wenn ein Material nur einen kleinen transparenten Teil hat, sollten Sie es " +"in ein separates Material aufteilen. Dadurch kann der undurchsichtige Teil " +"Schatten werfen und die Leistung wird verbessert." -#, fuzzy msgid "" "If your texture mostly has fully opaque and fully transparent areas, you can " "use alpha testing instead of alpha blending. This transparency mode is " @@ -254,41 +267,46 @@ msgid "" "supersampling will be able to antialias the texture's edges regardless of " "whether alpha antialiasing is enabled on the material." msgstr "" -"Wenn Ihre Textur hauptsächlich vollständig undurchsichtige und vollständig " -"transparente Bereiche hat, können Sie anstelle von Alpha blending eher " -"**Alpha-Scissor** verwenden. Dieser Transparenzmodus ist schneller zu " -"rendern und leidet nicht unter Transparenzproblemen. Aktivieren Sie " -"**Parameters > Use Alpha Scissor** in SpatialMaterial und passen Sie **Alpha " -"Scissor Threshold** bei Bedarf entsprechend an. Beachten Sie, dass MSAA die " -"Kanten der Textur nicht entschärfen wird, FXAA hingegen schon." +"Wenn Ihre Textur hauptsächlich aus vollständig deckenden und vollständig " +"transparenten Bereichen besteht, können Sie anstelle von Alpha-Blending auch " +"Alpha-Tests verwenden. Dieser Transparenzmodus ist schneller zu rendern und " +"leidet nicht unter Transparenzproblemen. Aktivieren Sie **Transparenz > " +"Transparenz** auf **Alphaschere** in StandardMaterial3D, und passen Sie " +"**Transparenz > Alphascherenschwelle** bei Bedarf entsprechend an. Beachten " +"Sie, dass MSAA kein Antialiasing auf den Kanten der Textur anwendet, es sei " +"denn, Alpha-Antialiasing ist in den Materialeigenschaften aktiviert. FXAA, " +"TAA und Supersampling sind jedoch in der Lage, Antialiasing auf den Kanten " +"der Textur anzuwenden, unabhängig davon, ob Alpha-Antialiasing für das " +"Material aktiviert ist." -#, fuzzy msgid "" "If you need to render semi-transparent areas of the texture, alpha scissor " "isn't suitable. Instead, setting the StandardMaterial3D's **Transparency > " "Transparency** property to **Depth Pre-Pass** can sometimes work (at a " "performance cost). You can also try the **Alpha Hash** mode." msgstr "" -"Wenn Sie halbtransparente Bereiche der Textur rendern müssen, ist \"Alpha " -"Scissor\" nicht geeignet. Stattdessen kann die Einstellung der Eigenschaft " -"**Parameters > Depth Draw Mode** des SpatialMaterials auf **Opaque Pre-" -"Pass** manchmal funktionieren (auf Kosten der Leistung)." +"Wenn Sie halbtransparente Bereiche der Textur rendern müssen, ist " +"Alphaschere nicht geeignet. Stattdessen kann es manchmal funktionieren, die " +"Property **Transparenz > Transparenz** von StandardMaterial3D auf **Tiefen-" +"Vordurchlauf** zu setzen (mit Performanceeinbußen). Sie können auch den " +"Modus **Alpha-Hash** ausprobieren." -#, fuzzy msgid "" "If you want a material to fade with distance, use the StandardMaterial3D " "distance fade mode **Pixel Dither** or **Object Dither** instead of **Pixel " "Alpha**. This will make the material opaque, which also speeds up rendering." msgstr "" "Wenn Sie möchten, dass ein Material mit der Entfernung verblassen soll, " -"verwenden Sie den Spatial Materialmodus **Pixel Dither** oder **Object " -"Dither** anstelle von **PixelAlpha**. Dadurch wird das Material " -"undurchsichtig. Auf diese Weise kann es auch Schatten werfen." +"verwenden Sie den StandardMaterial3D-Fernausblendungsmodus **Pixel-Dither** " +"oder **Objekt-Dither** anstelle von **Pixel-Alpha**. Dadurch wird das " +"Material undurchsichtig, was auch das Rendern beschleunigt." msgid "" "Transparency sorting comparison (alpha-blended materials on the left, alpha " "scissor materials on the right)" msgstr "" +"Vergleich der Transparenzsortierung (Alpha-Blending-Materialien links, Alpha-" +"Scherenmaterialien rechts)" msgid "Multi-sample antialiasing" msgstr "Multisample Anti-Aliasing" @@ -296,22 +314,23 @@ msgstr "Multisample Anti-Aliasing" msgid "" "Antialiasing is explained in detail on the :ref:`doc_3d_antialiasing` page." msgstr "" +"Antialiasing wird auf der Seite :ref:`doc_3d_antialiasing` im Detail erklärt." -#, fuzzy msgid "" "Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the " "edges of polygons when rendering objects. It does not increase the number of " "*color* samples used to render a scene. Here's what this means in practice:" msgstr "" -"Multi-sample antialiasing (MSAA) nimmt mehrere *coverage* Muster an den " -"Kanten von Polygonen beim Rendern von Objekten an. Es erhöht nicht die " -"Anzahl der Farben-Muster, die zum Rendern einer Szene verwendet werden. In " -"der Praxis bedeutet dies Folgendes:" +"Multi-Sample-Antialiasing (MSAA) führt beim Rendern von Objekten mehrere " +"*Verdeckungs-Abtastungen* an den Kanten von Polygonen durch. Es erhöht nicht " +"die Anzahl der *Farb*-Abtastungen, die zum Rendern einer Szene verwendet " +"werden. In der Praxis bedeutet dies Folgendes:" msgid "" "Edges of meshes will be smoothed out nicely (as well as supersampling would)." msgstr "" -"Die Ränder der Meshs werden schön geglättet (ebenso wie beim Supersampling)." +"Die Ränder von Meshes werden schön geglättet (wie es auch beim Supersampling " +"der Fall wäre)." msgid "" "Transparent materials that use *alpha testing* (1-bit transparency) won't be " @@ -332,22 +351,20 @@ msgid "" "performance budget:" msgstr "" "Es gibt mehrere Möglichkeiten, diese Einschränkung abhängig von Ihrem " -"Leistungsbudget zu umgehen:" +"Performance-Budget zu umgehen:" -#, fuzzy msgid "" "To make specular aliasing less noticeable, open the Project Settings and " "enable **Rendering > Quality > Screen Space Filters > Screen Space Roughness " "Limiter**. This filter has a moderate cost on performance, so it should only " "be enabled if you actually need it." msgstr "" -"Um das spiegelnde Aliasing zu verringern, öffnen Sie die " -"Projekteinstellungen und aktivieren Sie **Rendering > Qualität > Screen " -"Space-Filter > Screen Space Roughness Limiter**. Dieser Filter hat einen " -"moderaten Einfluss auf die Leistung. Er sollte also nur aktiviert werden, " -"wenn Sie ihn tatsächlich benötigen." +"Um das spiegelnde Aliasing weniger auffällig zu machen, öffnen Sie die " +"Projekteinstellungen und aktivieren Sie **Rendern > Qualität > " +"Kantenglättung > Screen-Space-Grobheitsbegrenzer**. Dieser Filter hat " +"moderate Auswirkungen auf die Performance, daher sollte er nur aktiviert " +"werden, wenn Sie ihn tatsächlich benötigen." -#, fuzzy msgid "" "Enable fast approximate antialiasing (FXAA) in addition to (or instead of) " "MSAA. Since FXAA is a screen-space antialiasing method, it will smooth out " @@ -355,12 +372,13 @@ msgid "" "especially at resolutions below 1440p. FXAA also lacks temporal information, " "which means its impact on specular aliasing is limited." msgstr "" -"Aktivieren Sie FXAA zusätzlich zu (oder anstelle von) MSAA. Da FXAA eine " -"Screen-Space-Antialiasing-Methode ist, glättet sie alles. Der Nachteil ist, " -"dass es die Szene unschärfer erscheinen lässt, insbesondere bei Auflösungen " -"unter 1440p." +"Aktivieren Sie zusätzlich zu (oder anstelle von) MSAA schnelles " +"approximatives Antialiasing (FXAA). Da es sich bei FXAA um eine Antialiasing-" +"Methode für den Screen-Space handelt, wird damit alles geglättet. Der " +"Nachteil ist, dass FXAA die Szene unschärfer erscheinen lässt, insbesondere " +"bei Auflösungen unter 1440p. Bei FXAA fehlen auch zeitliche Informationen, " +"was bedeutet, dass die Auswirkungen auf das Specular-Aliasing begrenzt sind." -#, fuzzy msgid "" "Enable temporal antialiasing (TAA) in addition to (or instead of) MSAA. " "Since TAA is a screen-space antialiasing method, it will smooth out " @@ -370,23 +388,25 @@ msgid "" "has a greater performance cost compared to FXAA, and TAA can introduce " "ghosting artifacts with fast movement." msgstr "" -"Aktivieren Sie FXAA zusätzlich zu (oder anstelle von) MSAA. Da FXAA eine " -"Screen-Space-Antialiasing-Methode ist, glättet sie alles. Der Nachteil ist, " -"dass es die Szene unschärfer erscheinen lässt, insbesondere bei Auflösungen " -"unter 1440p." +"Aktivieren Sie temporales Antialiasing (TAA) zusätzlich zu (oder anstelle " +"von) MSAA. Da TAA eine Antialiasing-Methode für den Screen-Space ist, " +"glättet es alles. Der Nachteil ist, dass TAA die Szene unschärfer erscheinen " +"lässt, insbesondere bei Auflösungen unter 1440p. TAA bietet im Vergleich zu " +"FXAA eine bessere Qualität und kann effektiv gegen Specular-Aliasing " +"vorgehen. Allerdings hat TAA im Vergleich zu FXAA einen höheren Performance-" +"Aufwand, und TAA kann bei schnellen Bewegungen Geisterbilder erzeugen." -#, fuzzy msgid "" "Render the scene at a higher resolution by increasing the **Scaling 3D > " "Scale** project setting above ``1.0``. This technique is called supersample " "antialiasing (SSAA) and is very slow. Its use is generally only recommended " "for offline rendering." msgstr "" -"Rendern Sie die Szene mit einer höheren Auflösung und zeigen Sie sie dann in " -"einer Viewport-Textur an, die der Fenstergröße entspricht. Stellen Sie " -"sicher, dass Sie den **Filter** auf den ViewportTexture-Flags aktivieren. " -"Diese Technik wird *supersampling* genannt und ist sehr langsam. Ihre " -"Verwendung wird im Allgemeinen nur für das Offline-Rendering empfohlen." +"Rendern Sie die Szene mit einer höheren Auflösung, indem Sie die " +"Projekteinstellung **3D-Skalierung > Skalierung** über ``1.0`` erhöhen. " +"Diese Technik wird Supersample Antialiasing (SSAA) genannt und ist sehr " +"langsam. Ihre Verwendung wird im Allgemeinen nur für Offline-Rendering " +"empfohlen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po index e7e98b8be8..b9d2aab9d8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,6 +28,9 @@ msgid "" "3D scene and not just in the HUD. Godot provides 2 methods to do this: the " "Label3D node and the TextMesh *resource* for a MeshInstance3D node." msgstr "" +"In einem Projekt kann es vorkommen, dass Text als Teil einer 3D-Szene und " +"nicht nur im HUD erstellt werden muss. Godot bietet dafür zwei Methoden: den " +"Label3D Node und die TextMesh-*Ressource* für einen MeshInstance3D-Node." msgid "" "Additionally, Godot makes it possible to position Control nodes according to " @@ -35,31 +38,33 @@ msgid "" "\"true\" 3D text in situations where Label3D and TextMesh aren't flexible " "enough." msgstr "" +"Zusätzlich ermöglicht Godot die Positionierung von Control-Nodes " +"entsprechend der Position eines 3D-Punktes auf der Kamera. Dies kann als " +"Alternative zu \"echtem\" 3D-Text in Situationen verwendet werden, in denen " +"Label3D und TextMesh nicht flexibel genug sind." -#, fuzzy msgid "" "You can see 3D text in action using the `3D Labels and Texts demo project " "`__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können 3D-Text in Aktion sehen, indem Sie das `\"3D Labels and Texts\"-" +"Demoprojekt `__ verwenden." -#, fuzzy msgid "" "This page does **not** cover how to display a GUI scene within a 3D " "environment. For information on how to achieve that, see the `GUI in 3D " "`__ demo project." msgstr "" -"Beispiele finden Sie unter `3D-Ansichtsfenstern Skalierungs-Demo `__." +"Diese Seite behandelt **nicht**, wie man eine GUI-Szene in einer 3D-Umgebung " +"anzeigt. Informationen dazu finden Sie im Demoprojekt `GUI in 3D `__." -#, fuzzy msgid "Label3D" -msgstr "Marker (Labels)" +msgstr "Label3D" msgid "" "Label3D behaves like a Label node, but in 3D space. Unlike the Label node, " @@ -68,6 +73,11 @@ msgid "" "nodes (including support for :abbr:`MSDF (Multi-channel Signed Distance " "Font)` font rendering)." msgstr "" +"Label3D verhält sich wie ein Label-Node, aber im 3D-Raum. Anders als der " +"Label-Node erbt dieser Label3D-Node **nicht** die Propertys eines GUI-" +"Themes. Sein Aussehen bleibt jedoch anpassbar und verwendet dieselbe Schrift-" +"Subresource wie Control-Nodes (einschließlich Unterstützung für :abbr:`MSDF " +"(Multi-channel Signed Distance Font)` Font-Rendering)." msgid "Advantages" msgstr "Vorteile" @@ -78,6 +88,11 @@ msgid "" "(re)generate, especially for long text. This can avoid stuttering during " "gameplay on low-end CPUs or mobile." msgstr "" +"Label3D ist schneller zu erzeugen als TextMesh. Während beide einen Caching-" +"Mechanismus verwenden, um neue Glyphen nur einmal zu rendern, wird Label3D " +"immer noch schneller (neu) zu generieren, vor allem für langen Text. Dies " +"kann Stutter während des Spielens auf Low-End-CPUs oder mobilen Geräten " +"vermeiden." msgid "" "Label3D can use bitmap fonts and dynamic fonts (with and without :abbr:`MSDF " @@ -85,10 +100,16 @@ msgid "" "flexible on that aspect compared to TextMesh, especially for rendering fonts " "with self-intersecting outlines." msgstr "" +"Label3D kann Bitmap-Schriftarten und dynamische Schriftarten (mit und ohne :" +"abbr:`MSDF (Multi-channel Signed Distance Font)` oder Mipmaps) verwenden. " +"Dies macht es in dieser Hinsicht flexibler als TextMesh, insbesondere bei " +"der Darstellung von Schriften mit sich selbst überschneidenden Umrissen." msgid "" "See :ref:`doc_gui_using_fonts` for guidelines on configuring font imports." msgstr "" +"Siehe :ref:`doc_gui_using_fonts` für Richtlinien zur Konfiguration von Font-" +"Importen." msgid "Limitations" msgstr "Einschränkungen" @@ -103,6 +124,15 @@ msgid "" "issues can also become apparent when several Label3Ds overlap, especially if " "they have outlines." msgstr "" +"Standardmäßig hat Label3D eine begrenzte Interaktion mit einer 3D-Umgebung. " +"Es kann von Geometrie verdeckt und von Lichtquellen beleuchtet werden, wenn " +"das Flag **Shaded** aktiviert ist. Er wirft jedoch keine Schatten, selbst " +"wenn **Schatten werfen** in der Property der GeometryInstance3D von Label3D " +"auf **An** gesetzt ist. Das liegt daran, dass der Node intern ein Quad-Mesh " +"(eine Glyphe pro Quad) mit transparenten Texturen erzeugt und die gleichen " +"Einschränkungen wie Sprite3D hat. Probleme mit der Transparenzsortierung " +"können auch auftreten, wenn sich mehrere Label3Ds überschneiden, " +"insbesondere wenn sie Umrisse haben." msgid "" "This can be mitigated by setting the Label3D's transparency mode to **Alpha " @@ -110,12 +140,20 @@ msgid "" "transparency mode can preserve text smoothness while allowing the Label3D to " "cast shadows, but some transparency sorting issues will remain." msgstr "" +"Dies kann durch die Einstellung des Transparenzmodus von Label3D auf **Alpha " +"Cut** abgemildert werden, allerdings auf Kosten einer weniger glatten " +"Textdarstellung. Der **Opaque Pre-Pass**-Transparenzmodus kann Text-Glätte " +"bewahren, und es gleichzeitig Label3D erlauben, Schatten zu werfen, aber " +"einige Transparenz-Sortierungsprobleme werden bleiben." msgid "" "See :ref:`Transparency sorting " "` section in the 3D " "rendering limitations page for more information." msgstr "" +"Siehe :ref:`Transparenzsortierung " +"` auf der Seite 3D-" +"Rendering-Einschränkungen für weitere Informationen." msgid "TextMesh" msgstr "TextMesh" @@ -129,38 +167,56 @@ msgid "" "environment. A TextMesh can also have a material applied to it (including " "custom shaders)." msgstr "" +"Die TextMesh-Ressource hat Ähnlichkeiten mit Label3D. Beide stellen Text in " +"einer 3D-Szene dar und verwenden dieselbe Font-Subressource. Anstatt jedoch " +"transparente Quads zu generieren, erzeugt TextMesh eine 3D-Geometrie, die " +"den Konturen der Glyphen entspricht und die Eigenschaften eines Meshs hat. " +"Folglich ist ein TextMesh standardmäßig schattiert und wirft automatisch " +"Schatten auf die Umgebung. Auf ein TextMesh kann auch ein Material " +"angewendet werden (einschließlich benutzerdefinierter Shader)." msgid "" "Here is an example of a texture and how it's applied to the mesh. You can " "use the texture below as a reference for the generated mesh's UV map:" msgstr "" +"Hier ist ein Beispiel für eine Textur und wie sie auf das Mesh angewendet " +"wird. Sie können die Textur unten als Referenz für die UV-Map des " +"generierten Meshes verwenden:" msgid "TextMesh has a few advantages over Label3D:" -msgstr "" +msgstr "TextMesh hat einige Vorteile gegenüber Label3D:" msgid "TextMesh can use a texture to modify text color on a per-side basis." msgstr "" +"TextMesh kann eine Textur verwenden, um die Textfarbe für jede Seite zu " +"ändern." msgid "TextMesh geometry can have actual depth to it, giving glyphs a 3D look." msgstr "" +"Die TextMesh-Geometrie kann eine echte Tiefe haben und Glyphen ein 3D-" +"Aussehen verleihen." msgid "TextMesh can use custom shaders, unlike Label3D." -msgstr "" +msgstr "TextMesh kann im Gegensatz zu Label3D eigene Shader verwenden." -#, fuzzy msgid "There are some limitations to TextMesh:" -msgstr "Einige Dinge gibt es zu beachten:" +msgstr "Es gibt einige Einschränkungen bei TextMesh:" msgid "" "No built-in outline support, unlike Label3D. This can be simulated using " "custom shaders though." msgstr "" +"Im Gegensatz zu Label3D gibt es keine integrierte Unterstützung für Umrisse. " +"Dies kann jedoch mit benutzerdefinierten Shadern simuliert werden." msgid "" "Only dynamic fonts are supported (``.ttf``, ``.otf``, ``.woff``, ``." "woff2``). Bitmap fonts in the ``.fnt`` or ``.font`` formats are **not** " "supported." msgstr "" +"Es werden nur dynamische Schriftarten unterstützt (``.ttf``, ``.otf``, ``." +"woff``, ``.woff2``). Bitmap-Schriften in den Formaten ``.fnt`` oder ``." +"font`` werden **nicht** unterstützt." msgid "" "Fonts with self-intersecting outlines will not render correctly. If you " @@ -168,9 +224,13 @@ msgid "" "Fonts, try downloading the font from the font author's official website " "instead." msgstr "" +"Schriftarten mit sich selbst überschneidenden Umrissen werden nicht korrekt " +"wiedergegeben. Wenn Sie Rendering-Probleme bei Schriftarten feststellen, die " +"von Websites wie Google Fonts heruntergeladen wurden, laden Sie die " +"Schriftart stattdessen von der offiziellen Website des Font-Autors herunter." msgid "Projected Label node (or any other Control)" -msgstr "Projizierter Label-Knoten (oder jedes andere Control)" +msgstr "Projizierter Label-Node (oder jedes andere Control)" msgid "" "There is a last solution that is more complex to set up, but provides the " @@ -180,31 +240,45 @@ msgid "" "Camera3D node in a script's ``_process()`` function. This return value " "should then be used to set the ``position`` property of a Control node." msgstr "" +"Es gibt eine letzte Lösung, die komplizierter einzurichten ist, aber die " +"größte Flexibilität bietet: die Projektion eines 2D-Nodes in den 3D-Raum. " +"Dies kann mit dem Rückgabewert der Methode :ref:`unproject_position " +"` auf einem Camera3D-Node in der " +"Funktion ``_process()`` eines Skripts erreicht werden. Dieser Rückgabewert " +"sollte dann verwendet werden, um die Eigenschaft ``Position`` eines Control-" +"Nodes setzen." -#, fuzzy msgid "" "See the `3D waypoints `__ demo for an example of this." msgstr "" -"Beispiele finden Sie unter `3D-Ansichtsfenstern Skalierungs-Demo `__." +"Ein Beispiel hierfür finden Sie in der Demo `3D Waypoints `__." msgid "" "Any Control node can be used, including Label, RichTextLabel or even nodes " "such as Button. This allows for powerful formatting and GUI interaction." msgstr "" +"Jeder Control-Node kann verwendet werden, einschließlich Label, " +"RichTextLabel oder sogar Nodes wie Button. Dies ermöglicht leistungsstarke " +"Formatierung und GUI-Interaktion." msgid "" "The script-based approach allows for complete freedom in positioning. For " "example, this makes it considerably easier to pin Controls to the screen's " "edges when they go off-screen (for in-game 3D markers)." msgstr "" +"Der skriptbasierte Ansatz lässt völlige Freiheit bei der Positionierung zu. " +"So ist es beispielsweise wesentlich einfacher, Control-Nodes an den " +"Bildschirmrändern zu fixieren, wenn sie den Bildschirm verlassen (für 3D-" +"Marker im Spiel)." msgid "" "Control theming is obeyed. This allows for easier customization that " "globally applies to the project." msgstr "" +"Das Theme der Controls wird befolgt. Dies ermöglicht eine einfachere " +"Anpassung, die global für das Projekt gilt." msgid "" "Projected Controls cannot be occluded by 3D geometry in any way. You can use " @@ -212,6 +286,11 @@ msgid "" "collider, but this doesn't allow for partially hiding the control behind a " "wall." msgstr "" +"Projizierte Controls können in keiner Weise durch 3D-Geometrie verdeckt " +"werden. Sie können einen RayCast verwenden, um das Control vollständig " +"auszublenden, wenn seine Zielposition von einem Collider verdeckt wird, aber " +"dies ermöglicht nicht das teilweise Ausblenden des Controls hinter einer " +"Wand." msgid "" "Changing text size depending on distance by adjusting the Control's " @@ -219,20 +298,31 @@ msgid "" "and TextMesh automatically take care of this, at the cost of less " "flexibility (can't set a minimum/maximum text size in pixels)." msgstr "" +"Das Ändern der Textgröße in Abhängigkeit von der Entfernung durch Anpassen " +"der Property ``Skalierung`` des Controls ist möglich, muss aber manuell " +"durchgeführt werden. Label3D und TextMesh erledigen dies automatisch, " +"allerdings auf Kosten einer geringeren Flexibilität (man kann keine minimale/" +"maximale Textgröße in Pixeln festlegen)." msgid "" "Handling resolution and aspect ratio changes must be taken into account in " "the script, which can be challenging." msgstr "" +"Änderungen der Auflösung und des Seitenverhältnisses müssen im Skript " +"berücksichtigt werden, was eine Herausforderung darstellen kann." msgid "Should I use Label3D, TextMesh or a projected Control?" -msgstr "Sollte ich Label3D, TextMesh oder ein projiziertes Control verwenden?" +msgstr "" +"Sollte ich Label3D, TextMesh oder ein projiziertes Steuerelement verwenden?" msgid "" "In most scenarios, Label3D is recommended as it's easier to set up and " "provides higher rendering quality (especially if 3D antialiasing is " "disabled)." msgstr "" +"In den meisten Fällen wird Label3D empfohlen, da es einfacher einzurichten " +"ist und eine höhere Rendering-Qualität bietet (insbesondere wenn 3D-" +"Antialiasing deaktiviert ist)." msgid "" "For advanced use cases, TextMesh is more flexible as it allows styling the " @@ -241,11 +331,20 @@ msgid "" "3D geometry, the text can optionally have depth to it and can also " "contribute to global illumination." msgstr "" +"Für fortgeschrittene Anwendungsfälle ist TextMesh flexibler, da es die " +"Gestaltung des Textes mit benutzerdefinierten Shadern ermöglicht. Mit " +"benutzerdefinierten Shadern kann die endgültige Geometrie verändert werden, " +"z. B. indem der Text entlang einer Oberfläche gebogen wird. Da es sich bei " +"dem Text um tatsächliche 3D-Geometrie handelt, kann der Text optional Tiefe " +"haben und auch zur globalen Beleuchtung beitragen." msgid "" "If you need features such as BBCode or Control theming support, then using a " "projected RichTextLabel node is the only way to go." msgstr "" +"Wenn Sie Featues wie BBCode- oder Control-Theme-Unterstützung benötigen, ist " +"die Verwendung eines projizierten RichTextLabel-Nodes die einzige " +"Möglichkeit." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po index 93063fcdd4..9f8c95d6ba 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,6 @@ msgstr "" msgid "Prototyping levels with CSG" msgstr "Level-Prototypen mittels CSG erstellen" -#, fuzzy msgid "" "CSG stands for **Constructive Solid Geometry**, and is a tool to combine " "basic shapes or custom meshes to create more complex shapes. In 3D modeling " @@ -32,51 +31,50 @@ msgstr "" "Modellierungssoftware wird CSG hauptsächlich als \"Boolesche Operatoren\" " "bezeichnet." -#, fuzzy msgid "" "Level prototyping is one of the main uses of CSG in Godot. This technique " "allows users to create the most common shapes by combining primitives. " "Interior environments can be created by using inverted primitives." msgstr "" "Level-Prototyping ist eine der Hauptanwendungen von CSG in Godot. Mit dieser " -"Technik können Benutzer einfache Versionen der gängigsten Formen erstellen, " -"indem sie Grundelemente kombinieren. Innenumgebungen können mithilfe " -"invertierter Grundelemente erstellt werden." +"Technik können Benutzer die gängigsten geometrischen Formen erstellen, indem " +"sie Grundelemente kombinieren. Innenumgebungen können mithilfe invertierter " +"Grundelemente erstellt werden." -#, fuzzy msgid "" "The CSG nodes in Godot are mainly intended for prototyping. There is no " "built-in support for UV mapping or editing 3D polygons (though extruded 2D " "polygons can be used with the CSGPolygon3D node)." msgstr "" "Die CSG-Nodes in Godot sind hauptsächlich für das Prototyping vorgesehen. Es " -"gibt keine integrierte Unterstützung für UV-Mapping oder das Bearbeiten von " -"3D-Polygonen (obwohl extrudierte 2D-Polygone mit dem CSGPolygon-Node " +"gibt keine Built-in-Unterstützung für UV-Mapping oder das Bearbeiten von 3D-" +"Polygonen (obwohl extrudierte 2D-Polygone mit dem CSGPolygon3D-Node " "verwendet werden können)." +#, fuzzy msgid "" "If you're looking for an easy to use level design tool for a project, you " -"may want to use `Qodot `__ instead. " -"It lets you design levels using `TrenchBroom `__ instead. It " +"lets you design levels using `TrenchBroom `__ and import them in Godot." msgstr "" "Wenn Sie nach einem benutzerfreundlichen Level-Design-Tool für ein Projekt " "suchen, können Sie stattdessen `Qodot `__ verwenden. Sie können Ebenen mit `TrenchBroom `__ verwenden. Sie können Levels mit `TrenchBroom `__ entwerfen und in Godot importieren." -#, fuzzy msgid "" "You can check how to use CSG nodes to build various shapes (such as stairs " "or roads) using the `Constructive Solid Geometry demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Wie Sie CSG-Nodes verwenden, um verschiedene geometrische Formen (wie " +"Treppen oder Straßen) zu bauen, können Sie anhand des `Constructive Solid " +"Geometry-Demoprojekts `__ sehen." msgid "Introduction to CSG nodes" -msgstr "Einführung in CSG nodes" +msgstr "Einführung in CSG-Nodes" msgid "" "Like other features of Godot, CSG is supported in the form of nodes. These " @@ -88,9 +86,8 @@ msgstr "" msgid ":ref:`CSGBox3D `" msgstr ":ref:`CSGBox3D `" -#, fuzzy msgid ":ref:`CSGCylinder3D ` (also supports cone)" -msgstr ":ref:`CSGCylinder ` (unterstützt auch Kegel)" +msgstr ":ref:`CSGCylinder3D ` (unterstützt auch Kegel)" msgid ":ref:`CSGSphere3D `" msgstr ":ref:`CSGSphere3D `" @@ -111,7 +108,7 @@ msgid "CSG tools features" msgstr "Eigenschaften der CSG-Tools" msgid "Every CSG node supports 3 kinds of boolean operations:" -msgstr "Jeder CSG-Node unterstützt drei Arten von Booleschen Operationen:" +msgstr "Jeder CSG-Node unterstützt drei Arten von booleschen Operationen:" msgid "" "**Union:** Geometry of both primitives is merged, intersecting geometry is " @@ -123,32 +120,31 @@ msgstr "" msgid "" "**Intersection:** Only intersecting geometry remains, the rest is removed." msgstr "" -"**Schnittpunkt:** Es bleibt nur die Schnittgeometrie übrig, der Rest wird " +"**Schnittmenge:** Es bleibt nur die Schnittgeometrie übrig, der Rest wird " "entfernt." msgid "" "**Subtraction:** The second shape is subtracted from the first, leaving a " "dent with its shape." msgstr "" -"**Subtraktion:** Die zweite Form wird von der ersten subtrahiert, wobei eine " -"Delle mit ihrer Form zurückbleibt." +"**Subtraktion:** Die zweite Geometrie-Form wird von der ersten subtrahiert, " +"wobei eine Einbuchtung in ihrer Form zurückbleibt." msgid "CSGPolygon" msgstr "CSGPolygon" -#, fuzzy msgid "" "The :ref:`CSGPolygon3D ` node extrude along a Polygon " "drawn in 2D (in X, Y coordinates) in the following ways:" msgstr "" -"Der Node :ref:`CSGPolygon ` wird entlang eines in 2D " +"Der :ref:`CSGPolygon3D `-Node wird entlang eines in 2D " "gezeichneten Polygons (in X, Y Koordinaten) auf folgende Weise extrudiert:" msgid "**Depth:** Extruded back a given amount." -msgstr "**Tiefe:** Extrudierte einen bestimmten Betrag zurück." +msgstr "**Tiefe:** Extrudiert um einen bestimmten Betrag heraus." msgid "**Spin:** Extruded while spinning around its origin." -msgstr "**Schleudern:** Extrudiert beim Drehen um seinen Ursprung." +msgstr "**Spin:** Extrudiert beim Drehen um seinen Ursprung." msgid "" "**Path:** Extruded along a Path node. This operation is commonly called " @@ -162,6 +158,9 @@ msgid "" "to work. In the Path node, draw the path and the polygon in CSGPolygon3D " "will extrude along the given path." msgstr "" +"Der **Pfad**-Modus muss mit einem :ref:`Path3D `-Node versehen " +"sein, um zu funktionieren. Im Path-Node zeichnen Sie den Pfad, und das " +"Polygon in CSGPolygon3D wird entlang des angegebenen Pfades extrudiert." msgid "Custom meshes" msgstr "Benutzerdefinierte Meshes" @@ -171,36 +170,44 @@ msgid "" "modeled in other software and imported into Godot. Multiple materials are " "supported. There are some restrictions for geometry:" msgstr "" +"Jedes Mesh kann für :ref:`CSGMesh3D ` verwendet werden; das " +"Mesh kann in anderer Software modelliert und in Godot importiert werden. Es " +"werden mehrere Materialien unterstützt. Es gibt einige Einschränkungen für " +"die Geometrie:" msgid "it must be closed," -msgstr "es muss geschlossen sein," +msgstr "sie muss geschlossen sein," msgid "it must not self-intersect," -msgstr "es darf sich nicht selbst überschneiden," +msgstr "sie darf sich nicht selbst überschneiden," msgid "it must not contain internal faces," -msgstr "es darf keine inneren Flächen enthalten," +msgstr "sie darf keine inneren Flächen enthalten," msgid "every edge must connect to only two other faces." -msgstr "Jede Kante darf nur mit zwei anderen Flächen verbunden werden." +msgstr "jede Kante darf nur mit zwei anderen Flächen verbunden werden." -#, fuzzy msgid "CSGCombiner3D" -msgstr "CSGCombiner" +msgstr "CSGCombiner3D" msgid "" "The :ref:`CSGCombiner3D ` node is an empty shape used " "for organization. It will only combine children nodes." msgstr "" +"Der :ref:`CSGCombiner3D `-Node ist eine leere Geometrie-" +"Form, die zur Organisation verwendet wird. Er kombiniert nur Child-Nodes." msgid "Processing order" -msgstr "Ablaufsteuerung" +msgstr "Bearbeitungsreihenfolge" msgid "" "Every CSG node will first process its children nodes and their operations: " "union, intersection, or subtraction, in tree order, and apply them to itself " "one after the other." msgstr "" +"Jeder CSG-Node verarbeitet zunächst seine Child-Nodes und deren Operationen: " +"Vereinigung, Schnittmenge oder Subtraktion, in der Reihenfolge der " +"Baumstruktur, und wendet sie nacheinander auf sich selbst an." msgid "" "In the interest of performance, make sure CSG geometry remains relatively " @@ -210,6 +217,13 @@ msgid "" "affecting performance. Only use binary operations where you actually need " "them." msgstr "" +"Im Interesse der Performance sollten Sie darauf achten, dass die CSG-" +"Geometrie relativ einfach bleibt, da die Verarbeitung komplexer Meshes eine " +"Weile dauern kann. Wenn Sie Objekte zusammenfügen (z.B. Tisch- und " +"Raumobjekte), erstellen Sie sie als separate CSG-Bäume. Wenn Sie zu viele " +"Objekte in einen einzigen Baum zwingen, wird sich das auf die Performance " +"auswirken. Verwenden Sie binäre Operationen nur dort, wo Sie sie tatsächlich " +"benötigen." msgid "Prototyping a level" msgstr "Einen Level-Prototyp erstellen" @@ -244,120 +258,109 @@ msgstr "einen Schreibtisch," msgid "a bookshelf." msgstr "ein Bücherregal." -#, fuzzy msgid "Create a scene with a Node3D node as root node." -msgstr "Erstellen Sie eine Szene mit einem Spatial-Node als Wurzel." +msgstr "Erstellen Sie eine Szene mit einem Node3D-Node als Root." msgid "" "The default lighting of the environment doesn't provide clear shading at " "some angles. Change the display mode using **Display Overdraw** in the 3D " "viewport menu, or add a DirectionalLight node to help you see clearly." msgstr "" -"Die Standardbeleuchtung der Umgebung bietet in einigen Winkeln keine klare " -"Schattierung. Ändern Sie den Anzeigemodus mit **Display Overdraw** im 3D-" +"Die Default-Beleuchtung der Environment bietet in einigen Winkeln kein " +"klares Shading. Ändern Sie den Anzeigemodus mit **Overdraw-Ansicht** im 3D-" "Ansichtsfenster-Menü oder fügen Sie einen DirectionalLight-Node hinzu, damit " "Sie klar sehen können." -#, fuzzy msgid "" "Create a CSGBox3D and name it ``room``, enable **Invert Faces** and change " "the dimensions of your room." msgstr "" -"Erstellen Sie eine CSGBox und nennen Sie sie ``room``, aktivieren Sie " -"**Gesichter umkehren** und ändern Sie die Abmessungen Ihres Raums." +"Erstellen Sie eine CSGBox3D und nennen Sie sie ``room``, aktivieren Sie " +"**Flächen invertieren** und ändern Sie die Abmessungen Ihres Raums." -#, fuzzy msgid "Next, create a CSGCombiner3D and name it ``desk``." msgstr "" -"Erstellen Sie als Nächstes einen CSGCombiner und nennen Sie ihn ``desk``." +"Erstellen Sie als nächstes einen CSGCombiner3D und nennen Sie ihn ``desk``." msgid "A desk has one surface and 4 legs:" msgstr "Ein Schreibtisch hat eine Oberfläche und 4 Beine:" -#, fuzzy msgid "" "Create 1 CSGBox3D children node in **Union** mode for the surface and adjust " "the dimensions." msgstr "" -"Erstellen Sie einen CSGBox-Unter-Node im **Union**-Modus für die Oberfläche " -"und passen Sie die Abmessungen an." +"Erstellen Sie einen CSGBox3D-Child-Node im **Vereinigung**-Modus für die " +"Oberfläche und passen Sie die Abmessungen an." -#, fuzzy msgid "" "Create 4 CSGBox3D children nodes in **Union** mode for the legs and adjust " "the dimensions." msgstr "" -"Erstellen Sie 4 CSGBox-Unter-Nodes im **Union**-Modus für die Beine und " -"passen Sie die Abmessungen an." +"Erstellen Sie 4 CSGBox3D -Child-Nodes im **Vereinigung**-Modus für die Beine " +"und passen Sie die Abmessungen an." msgid "Adjust their placement to resemble a desk." -msgstr "Passen Sie ihre Platzierung einem Schreibtisch an." +msgstr "Passen Sie ihre Position so an, dass sie einem Schreibtisch ähneln." -#, fuzzy msgid "" "CSG nodes inside a CSGCombiner3D will only process their operation within " "the combiner. Therefore, CSGCombiner3Ds are used to organize CSG nodes." msgstr "" -"CSG-Nodes in einem CSGCombiner verarbeiten ihre Operation nur innerhalb des " -"Kombinierers. Daher werden CSGCombiners verwendet, um CSG-Nodes zu " +"CSG-Nodes innerhalb eines CSGCombiner3D werden nur innerhalb des Combiners " +"verarbeitet. Daher werden CSGCombiner3Ds verwendet, um CSG-Nodes zu " "organisieren." -#, fuzzy msgid "Create a CSGCombiner3D and name it ``bed``." -msgstr "Erstellen Sie einen CSGCombiner und nennen Sie ihn ``bed``." +msgstr "Erstellen Sie einen CSGCombiner3D und nennen Sie ihn ``bed``." -#, fuzzy msgid "" "Our bed consists of 3 parts: the bed, the mattress and a pillow. Create a " "CSGBox3D and adjust its dimension for the bed. Create another CSGBox3D and " "adjust its dimension for the mattress." msgstr "" "Unser Bett besteht aus 3 Teilen: dem Bett, der Matratze und einem Kissen. " -"Erstellen Sie eine CSGBox und passen Sie ihre Abmessungen für das Bett an. " -"Erstellen Sie eine weitere CSGBox und passen Sie deren Abmessungen für die " +"Erstellen Sie eine CSGBox3D und passen Sie ihre Abmessungen für das Bett an. " +"Erstellen Sie eine weitere CSGBox3D und passen Sie deren Abmessungen für die " "Matratze an." -#, fuzzy msgid "" "We will create another CSGCombiner3D named ``pillow`` as the child of " "``bed``. The scene tree should look like this:" msgstr "" -"Wir werden einen weiteren CSGCombiner namens ``pillow`` als Unter-Node von " -"``bed`` erstellen. Der Szenenbaum sollte folgendermaßen aussehen:" +"Wir werden einen weiteren CSGCombiner3D namens ``pillow`` als Child-Node " +"von ``bed`` erstellen. Der Szenenbaum sollte folgendermaßen aussehen:" -#, fuzzy msgid "" "We will combine 3 CSGSphere3D nodes in **Union** mode to form a pillow. " "Scale the Y axis of the spheres and enable **Smooth Faces**." msgstr "" -"Wir werden 3 CSGSphere-Nodes im **Union**-Modus zu einem Kissen kombinieren. " -"Skalieren Sie die Y-Achse der Kugeln und aktivieren Sie **Glatte Gesichter**." +"Wir werden 3 CSGSphere3D-Nodes im **Vereinigung**-Modus zu einem Kissen " +"kombinieren. Skalieren Sie die Y-Achse der Kugeln und aktivieren Sie " +"**Flächen glätten**." msgid "" "Select the ``pillow`` node and switch the mode to **Subtraction**; the " "combined spheres will cut a hole into the mattress." msgstr "" -"Wählen Sie den ``pillow`` Node und schalten Sie den Modus auf " +"Wählen Sie den ``pillow``-Node und schalten Sie den Modus auf " "**Subtraktion**; Die kombinierten Kugeln schneiden ein Loch in die Matratze." -#, fuzzy msgid "" "Try to re-parent the ``pillow`` node to the root ``Node3D`` node; the hole " "will disappear." msgstr "" -"Versuchen Sie, den ``pillow`` Node wieder dem Wurzel-Node ``Spatial`` " +"Versuchen Sie, den ``pillow``-Node wieder dem Root-Node ``Spatial`` " "zuzuordnen. Das Loch wird verschwinden." -#, fuzzy msgid "" "This is to illustrate the effect of CSG processing order. Since the root " "node is not a CSG node, the CSGCombiner3D nodes are the end of the " "operations; this shows the use of CSGCombiner3D to organize the CSG scene." msgstr "" "Dies soll den Effekt der CSG-Verarbeitungsreihenfolge veranschaulichen. Da " -"der Wurzel-Node kein CSG-Node ist, sind die CSGCombiner-Nodes das Ende der " -"Operationen. Dies zeigt die Verwendung von CSGCombiner zum Organisieren der " -"CSG-Szene." +"der Root-Node kein CSG-Node ist, stellen die CSGCombiner3D-Nodes das Ende " +"der Operationen dar. Dies zeigt die Verwendung von CSGCombiner3D zum " +"Organisieren der CSG-Szene." msgid "" "Undo the re-parent after observing the effect. The bed you've built should " @@ -366,74 +369,68 @@ msgstr "" "Machen Sie die vorhin gemachte Änderung wieder rückgängig, nachdem Sie den " "Effekt beobachtet haben. Das fertig gebaute Bett sollte nun so aussehen:" -#, fuzzy msgid "Create a CSGCombiner3D and name it ``lamp``." -msgstr "Erstellen Sie einen CSGCombiner und nennen Sie ihn ``lamp``." +msgstr "Erstellen Sie einen CSGCombiner3D und nennen Sie ihn ``lamp``." -#, fuzzy msgid "" "A lamp consists of 3 parts: the stand, the pole and the lampshade. Create a " "CSGCylinder3D, enable the **Cone** option and make it the stand. Create " "another CSGCylinder3D and adjust the dimensions to use it as a pole." msgstr "" "Eine Lampe besteht aus 3 Teilen: dem Ständer, der Stange und dem " -"Lampenschirm. Erstellen Sie einen CSGCylinder, aktivieren Sie die Option " -"**Cone** und machen Sie ihn zum Ständer. Erstellen Sie einen weiteren " -"CSGCylinder und passen Sie die Abmessungen an, um ihn als Stange zu " +"Lampenschirm. Erstellen Sie einen CSGCylinder3D, aktivieren Sie die Option " +"**Zylinder** und machen Sie ihn zum Ständer. Erstellen Sie einen weiteren " +"CSGCylinder3D und passen Sie die Abmessungen an, um ihn als Stange zu " "verwenden." -#, fuzzy msgid "" "We will use a CSGPolygon3D for the lampshade. Use the **Spin** mode for the " "CSGPolygon3D and draw a `trapezoid `_ while in **Front View** (numeric keypad 1); this shape will " "extrude around the origin and form the lampshade." msgstr "" -"Wir werden ein CSGPolygon für den Lampenschirm verwenden. Verwenden Sie den " -"**Spin**-Modus für das CSGPolygon und zeichnen Sie ein `Trapez `_ in **Vorderansicht** (Ziffernblock 1); Diese " -"Form wird um den Ursprung herum extrudiert und bildet den Lampenschirm." +"Wir werden ein CSGPolygon3D für den Lampenschirm verwenden. Verwenden Sie " +"den **Spin**-Modus für das CSGPolygon und zeichnen Sie ein `Trapez `_ in **Sicht von vorne** (Ziffernblock 1); " +"Diese Geometrie-Form wird um den Ursprung herum extrudiert und bildet den " +"Lampenschirm." msgid "Adjust the placement of the 3 parts to make it look like a lamp." msgstr "" "Passen Sie die Platzierung der 3 Teile so an, dass sie wie eine Lampe " "aussehen." -#, fuzzy msgid "Create a CSGCombiner3D and name it ``bookshelf``." -msgstr "Erstellen Sie einen CSGCombiner und nennen Sie ihn ``bookshelf``." +msgstr "Erstellen Sie einen CSGCombiner3D und nennen Sie ihn ``bookshelf``." -#, fuzzy msgid "" "We will use 3 CSGBox3D nodes for the bookshelf. Create a CSGBox3D and adjust " "its dimensions; this will be the size of the bookshelf." msgstr "" -"Wir werden 3 CSGBox-Nodes für das Bücherregal verwenden. Erstellen Sie eine " -"CSGBox und passen Sie ihre Abmessungen an. Dies ist die Größe des " +"Wir werden 3 CSGBox3D-Nodes für das Bücherregal verwenden. Erstellen Sie " +"eine CSGBox3D und passen Sie ihre Abmessungen an. Dies ist die Größe des " "Bücherregals." -#, fuzzy msgid "" "Duplicate the CSGBox3D and shorten the dimensions of each axis and change " "the mode to **Subtraction**." msgstr "" -"Duplizieren Sie die CSGBox, kürzen Sie die Abmessungen jeder Achse und " +"Duplizieren Sie die CSGBox3D, kürzen Sie die Abmessungen jeder Achse und " "ändern Sie den Modus in **Subtraktion**." -#, fuzzy msgid "" "You've almost built a shelf. Create one more CSGBox3D for dividing the shelf " "into two levels." msgstr "" -"Sie haben das Regal fast gebaut. Erstellen Sie eine weitere CSGBo, um das " +"Sie haben fast ein Regal gebaut. Erstellen Sie eine weitere CSGBox3D, um das " "Regal in zwei Ebenen zu unterteilen." msgid "" "Position your furniture in your room as you like and your scene should look " "this:" msgstr "" -"Positionieren Sie die Möbel im Raum wie Sie möchten und die Szene sollte so " -"aussehen:" +"Positionieren Sie die Möbel im Raum wie Sie möchten und die Szene sollte wie " +"folgt aussehen:" msgid "" "You've successfully prototyped a room level with the CSG tools in Godot. CSG " @@ -441,14 +438,13 @@ msgid "" "city; explore its limitations when designing your game." msgstr "" "Sie haben mit den CSG-Tools in Godot erfolgreich einen Raum-Level als " -"Prototyp erstellt. CSG-Tools können zum Entwerfen aller Arten von Level " -"verwendet werden, z.B. eines Labyrinths oder einer Stadt. Erforschen Sie die " -"Grenzen beim Entwerfen Ihres Spiels." +"Prototyp erstellt. CSG-Tools können zum Entwerfen aller Arten von Leveln " +"verwendet werden, z.B. eines Labyrinths oder einer Stadt. Erkunden Sie die " +"Grenzen dieser Methode beim Entwerfen Ihres Spiels." msgid "Using prototype textures" msgstr "Verwenden von Prototyp-Texturen" -#, fuzzy msgid "" "Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which " "can be used to automatically apply a texture to arbitrary objects without " @@ -457,13 +453,14 @@ msgid "" "restricts its usage to organic surfaces like terrain. Still, when " "prototyping, it can be used to quickly apply textures to CSG-based levels." msgstr "" -"Godots :ref:`doc_spatial_material` unterstützt *triplanare Zuordnung* mit " -"der automatisch eine Textur auf beliebige Objekte ohne Verzerrung angewendet " -"werden kann. Dies ist praktisch wenn Sie CSG verwenden, da Godot das " -"Bearbeiten von UV-Karten auf CSG-Nodes noch nicht unterstützt. Die " -"triplanare Kartierung ist relativ langsam, was ihre Verwendung normalerweise " -"auf organische Oberflächen wie Gelände beschränkt. Beim Prototyping können " -"Texturen jedoch schnell auf CSG-basierte Ebenen angewendet werden." +"Godot's :ref:`doc_standard_material_3d` unterstützt *Triplanares Mapping*, " +"welches verwendet werden kann, um automatisch eine Textur auf beliebige " +"Objekte ohne Verzerrung anzuwenden. Dies ist praktisch, wenn man CSG " +"benutzt, da Godot noch nicht die Bearbeitung von UV-Maps auf CSG-Nodes " +"unterstützt. Triplanares Mapping ist relativ langsam, was seine Verwendung " +"normalerweise auf organische Oberflächen wie Gelände beschränkt. Dennoch " +"kann es beim Prototyping verwendet werden, um schnell Texturen auf CSG-" +"basierte Ebenen anzuwenden." msgid "" "If you need some textures for prototyping, Kenney made a `set of CC0-" @@ -477,17 +474,16 @@ msgid "There are two ways to apply a material to a CSG node:" msgstr "" "Es gibt zwei Möglichkeiten, ein Material auf einen CSG-Node anzuwenden:" -#, fuzzy msgid "" "Applying it to a CSGCombiner3D node as a material override (**Geometry > " "Material Override** in the Inspector). This will affect its children " "automatically, but will make it impossible to change the material in " "individual children." msgstr "" -"Anwenden auf einen CSGCombiner-Node als Materialüberschreibung (**Geometrie> " -"Materialüberschreibung** im Inspektor). Dies wirkt sich automatisch auf die " -"Kinder aus, macht es jedoch unmöglich, das Material bei einzelnen Kindern zu " -"ändern." +"Anwenden auf einen CSGCombiner3D-Node als Materialüberschreibung " +"(**Geometrie > Materialüberschreibung** im Inspektor). Dies wirkt sich " +"automatisch auf die Child-Nodes aus, macht es jedoch unmöglich, das Material " +"bei einzelnen Child-Nodes zu ändern." msgid "" "Applying a material to individual nodes (**Material** in the Inspector). " @@ -497,9 +493,8 @@ msgstr "" "Anwenden eines Materials auf einzelne Nodes (**Material** im Inspektor). Auf " "diese Weise kann jeder CSG-Node sein eigenes Erscheinungsbild haben. " "Subtraktive CSG-Nodes wenden ihr Material auf die Nodes an, in die sie " -"\"graben\"." +"eindringen." -#, fuzzy msgid "" "To apply triplanar mapping to a CSG node, select it, go to the Inspector, " "click the **[empty]** text next to **Material Override** (or **Material** " @@ -511,19 +506,18 @@ msgid "" "above. Higher values in the **Scale** property will cause the texture to " "repeat more often." msgstr "" -"Um eine triplanare Zuordnung auf einen CSG-Node anzuwenden, wählen Sie sie " -"aus, gehen Sie zum Inspektor und klicken Sie auf den Text **[leer]** neben " +"Um triplanares Mapping auf einen CSG-Node anzuwenden, wählen Sie ihn aus, " +"gehen Sie zum Inspektor und klicken Sie auf den **[leer]** Text neben " "**Materialüberschreibung** (oder **Material** für einzelne CSG-Nodes). " -"Wählen Sie **Neues SpatialMaterial**. Klicken Sie auf das Symbol des neu " -"erstellten Materials, um es zu bearbeiten. Entfalten Sie den Abschnitt " -"**Albedo** und laden Sie eine Textur in die Eigenschaft **Textur**. " -"Entfalten Sie nun den Abschnitt **Uv1** und überprüfen **Triplanar**. Sie " -"können den Texturversatz und die Skalierung auf jeder Achse ändern, indem " -"Sie mit den Eigenschaften **Skalieren** und **Versatz** direkt darüber " -"spielen. Höhere Werte in der Eigenschaft **Scale** führen dazu, dass sich " -"die Textur häufiger wiederholt." +"Wählen Sie **Neues StandardMaterial3D**. Klicken Sie auf das Symbol des neu " +"erstellten Materials, um es zu bearbeiten. Klappen Sie den Abschnitt " +"**Albedo** aus und laden Sie eine Textur in die **Textur**-Property. Klappen " +"Sie nun den Abschnitt **Uv1** aus und aktivieren Sie **Triplanar**. Sie " +"können den Versatz und die Skalierung der Textur entlang jeder Achse ändern, " +"indem Sie mit den Propertys **Skalierung** und **Versatz** herumspielen " +"(siehe oben). Höhere Werte in der Property **Skalierung** führen dazu, dass " +"die Textur häufiger wiederholt wird." -#, fuzzy msgid "" "You can copy a StandardMaterial3D to reuse it across CSG nodes. To do so, " "click the dropdown arrow next to a material property in the Inspector and " @@ -531,22 +525,25 @@ msgid "" "material onto, click the dropdown arrow next to its material property then " "choose **Paste**." msgstr "" -"Sie können ein SpatialMaterial kopieren, um es über CSG-Nodes hinweg " +"Sie können ein StandardMaterial3D kopieren, um es über CSG-Nodes hinweg " "wiederzuverwenden. Klicken Sie dazu im Inspektor auf den Dropdown-Pfeil " -"neben einer Materialeigenschaft und wählen Sie **Kopieren**. Um es " -"einzufügen wählen Sie den Node aus, auf den Sie das Material anwenden " -"möchten, klicken Sie auf den Dropdown-Pfeil neben seiner Materialeigenschaft " -"und wählen Sie dann **Einfügen**." +"neben einer Material-Property und wählen Sie **Kopieren**. Um es einzufügen " +"wählen Sie den Node aus, auf den Sie das Material anwenden möchten, klicken " +"Sie auf den Dropdown-Pfeil neben seiner Material-Property und wählen Sie " +"dann **Einfügen**." -#, fuzzy msgid "Exporting as glTF" -msgstr "Arrays exportieren" +msgstr "Exportieren als glTF" msgid "" "It can be useful to block out a level using CSG, then export it as a 3d " "model, to import into 3D modeling software. You can do this by selecting " "**Scene > Export As... > glTF 2.0 Scene**." msgstr "" +"Es kann nützlich sein, einen Level mit CSG grob zu beschreiben und ihn dann " +"als 3D-Modell zu exportieren, um ihn in eine 3D-Modellierungssoftware zu " +"importieren. Sie können dies tun, indem Sie **Szene > Exportieren als... > " +"glTF 2.0-Szene**." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 08b8ed82e5..5ebd0a88f1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,15 +18,14 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Environment and post-processing" -msgstr "Umgebung und Nachbearbeitung" +msgstr "Environment und Post-Processing" -#, fuzzy msgid "" "Godot 4 provides a redesigned Environment resource, as well as a new post-" "processing system with many available effects right out of the box." msgstr "" -"Godot 3 bietet eine neu gestaltete Umgebungsressource sowie ein neues " -"Nachbearbeitungssystem mit vielen sofort verfügbaren Effekten." +"Godot 4 bietet eine neu gestaltete Environment-Ressource sowie ein neues " +"Post-Processing mit vielen standardmäßig verfügbaren Effekten." msgid "" "As of Godot 4, Environment *performance/quality* settings are defined in the " @@ -34,16 +33,23 @@ msgid "" "adjustments easier, as you no longer have to tweak Environment resources " "individually to suit various hardware configurations." msgstr "" +"Ab Godot 4 werden die Environment-Einstellungen für die *Performance/" +"Qualität* in den Projekteinstellungen und nicht mehr in der Environment-" +"Ressource definiert. Dies erleichtert globale Anpassungen, da Sie die " +"Environment-Ressourcen nicht mehr einzeln an verschiedene " +"Hardwarekonfigurationen anpassen müssen." msgid "" "Note that most Environment performance/quality settings are only visible " "after enabling the **Advanced** toggle in the Project Settings." msgstr "" +"Beachten Sie, dass die meisten Environment-Einstellungen für die Performance/" +"Qualität der nur sichtbar sind, wenn Sie den Schalter **Erweitert** in den " +"Projekteinstellungen aktiviert haben." msgid "Environment" msgstr "Environment" -#, fuzzy msgid "" "The :ref:`class_Environment` resource stores all the information required " "for controlling the 2D and 3D rendering environment. This includes the sky, " @@ -51,72 +57,87 @@ msgid "" "nothing, but you can enable it by using it in one of the following " "locations, in order of priority:" msgstr "" -"In der Umgebungsressource werden alle Informationen gespeichert, die zum " -"Steuern der Renderumgebung erforderlich sind. Dies umfasst Himmel, " -"Umgebungsbeleuchtung, Tonzuordnung, Effekte und Anpassungen. Von alleine " -"passiert nichts, aber es wird aktiviert, sobald es an einem der folgenden " -"Orte in dieser Reihenfolge verwendet wird:" +"Die Ressource :ref:`class_Environment` speichert alle Informationen, die zur " +"Steuerung der 2D- und 3D-Rendering-Environment erforderlich sind. Dazu " +"gehören der Himmel, das Ambient Lighting, Tone Mapping, Effekte und " +"Anpassungen. Von sich aus tut sie nichts, aber Sie können sie aktivieren, " +"indem Sie sie an einer der folgenden Stellen verwenden, in der Reihenfolge " +"ihrer Priorität:" -#, fuzzy msgid "Camera3D node (high priority)" -msgstr "Indexierung (höchste Priorität)" +msgstr "Camera3D-Node (hohe Priorität)" -#, fuzzy msgid "" "An Environment can be set to a Camera3D node. It will have priority over any " "other setting." msgstr "" -"Eine Umgebung kann auf eine Kamera eingestellt werden. Es hat Vorrang vor " -"allen anderen Einstellungen." +"Eine Environment kann auf einen Camera3D-Node gesetzt werden. Sie hat dann " +"Vorrang vor allen anderen Einstellungen." -#, fuzzy msgid "" "This is mostly useful when you want to override an existing environment, but " "in general it's a better idea to use the option below." msgstr "" -"Dies ist vor allem dann nützlich, wenn Sie eine vorhandene Umgebung " -"überschreiben möchten. Im Allgemeinen ist es jedoch besser, die folgende " +"Dies ist vor allem dann nützlich, wenn Sie eine bestehende Environment " +"überschreiben wollen, aber im Allgemeinen ist es besser, die unten stehende " "Option zu verwenden." msgid "WorldEnvironment node (medium priority, recommended)" -msgstr "" +msgstr "WorldEnvironment-Node (mittlere Priorität, empfohlen)" msgid "" "The WorldEnvironment node can be added to any scene, but only one can exist " "per active scene tree. Adding more than one will result in a warning." msgstr "" +"Der WorldEnvironment-Node kann zu jeder Szene hinzugefügt werden, aber es " +"kann nur einer pro aktivem Szenenbaum existieren. Das Hinzufügen von mehr " +"als einem führt zu einer Warnung." msgid "" "Any Environment added has higher priority than the default Environment " "(explained below). This means it can be overridden on a per-scene basis, " "which makes it quite useful." msgstr "" +"Jede hinzugefügte Environment hat eine höhere Priorität als die Standard-" +"Environment (siehe unten). Das bedeutet, dass sie für jede einzelne Szene " +"überschrieben werden kann, was sie sehr nützlich macht." -#, fuzzy msgid "Preview environment and sun (low priority)" -msgstr "Zuweisung (niedrigste Priorität)" +msgstr "Vorschau Environment und Sonne (niedrige Priorität)" msgid "" "Since Godot 4, the preview environment and sun system replace the " "``default_env.tres`` file that was used in Godot 3 projects." msgstr "" +"Seit Godot 4 ersetzen die Vorschau-Environment und das Sonnen-System die " +"Datei ``default_env.tres``, die in Godot 3-Projekten verwendet wurde." msgid "" "If no WorldEnvironment node or DirectionalLight3D node is present in the " "current scene, the editor will display a preview environment and sun " "instead. This can be disabled using the buttons at the top of the 3D editor:" msgstr "" +"Wenn kein WorldEnvironment-Node oder DirectionalLight3D-Node in der " +"aktuellen Szene vorhanden ist, zeigt der Editor stattdessen eine Vorschau " +"der Umgebung und der Sonne an. Dies kann mit den Buttons am oberen Rand des " +"3D-Editors deaktiviert werden:" msgid "" "Clicking on the 3 vertical dots on the right will display a dialog which " "allows you to customize the appearance of the preview environment:" msgstr "" +"Wenn Sie auf die 3 vertikalen Punkte auf der rechten Seite klicken, wird ein " +"Dialog angezeigt, mit dem Sie das Aussehen der Vorschau-Environment anpassen " +"können:" msgid "" "**The preview sun and sky is only visible in the editor, not in the running " "project.** Using the buttons at the bottom of the dialog, you can add the " "preview sun and sky into the scene as nodes." msgstr "" +"**Vorschau-Sonne und -Himmel sind nur im Editor sichtbar, nicht im laufenden " +"Projekt.** Mit den Buttons am unteren Rand des Dialogs können Sie Vorschau-" +"Sonne und -Himmel als Nodes in die Szene einfügen." msgid "" "If you hold :kbd:`Shift` while clicking **Add Sun to Scene** or **Add " @@ -124,10 +145,15 @@ msgid "" "a preview sun and environment to the current scene (as if you clicked both " "buttons separately). Use this to speed up project setup and prototyping." msgstr "" +"Wenn Sie :kbd:`Umschalt` gedrückt halten, während Sie im Vorschau-" +"Environment-Editor auf **Sonne zu Szene hinzufügen** oder **Environment zu " +"Szene hinzufügen** klicken, werden sowohl eine Vorschausonne als auch eine " +"Environment zur aktuellen Szene hinzugefügt (als hätten Sie beide " +"Schaltflächen separat angeklickt). Verwenden Sie dies, um die " +"Projekteinrichtung und das Prototyping zu beschleunigen." -#, fuzzy msgid "Camera attributes" -msgstr "Vertex-Attribute" +msgstr "Kamera-Attribute" msgid "" "In Godot 4, exposure and depth of field information was split from the " @@ -135,22 +161,30 @@ msgid "" "adjusting those properties independently of other Environment settings more " "easily." msgstr "" +"In Godot 4 wurden die Informationen über Belichtung und Schärfentiefe von " +"der Ressource Environment in eine separate Ressource CameraAttributes " +"aufgeteilt. Dadurch können diese Propertys unabhängig von anderen " +"Environment-Einstellungen leichter angepasst werden." msgid "" "The :ref:`class_CameraAttributes` resource stores exposure and depth of " "field information. It also allows enabling automatic exposure adjustments " "depending on scene brightness." msgstr "" +"Die Ressource :ref:`class_CameraAttributes` speichert Informationen über " +"Belichtung und Schärfentiefe. Sie ermöglicht auch die automatische " +"Belichtungsanpassung in Abhängigkeit von der Helligkeit der Szene." -#, fuzzy msgid "There are two kinds of CameraAttribute resources available:" -msgstr "" -"Es gibt zwei Möglichkeiten, Ressourcen zu speichern. Diese können sein:" +msgstr "Es sind zwei Arten von CameraAttribute-Ressourcen verfügbar:" msgid "" "**CameraAttributesPractical:** Features are exposed using arbitrary units, " "which are easier to reason about for most game use cases." msgstr "" +"**CameraAttributesPractical:** Features werden in beliebigen Einheiten " +"dargestellt, was für die meisten Anwendungsfälle in Spielen einfacher zu " +"verstehen ist." msgid "" "**CameraAttributesPhysical:** Features are exposed using real world units, " @@ -158,12 +192,21 @@ msgid "" "length in millimeters instead of a value in degrees. Recommended when " "physical accuracy is important, such as for photorealistic rendering." msgstr "" +"**CameraAttributesPhysical:** Merkmale werden ähnlich wie bei einer " +"Digitalkamera in realen Einheiten dargestellt. Beispielsweise wird das Field " +"of View mit einer Brennweite in Millimetern anstelle eines Wertes in Grad " +"festgelegt. Empfohlen, wenn physikalische Genauigkeit wichtig ist, z. B. für " +"fotorealistisches Rendering." msgid "" "Both CameraAttribute resource types allow you to use the same features, but " "they are configured differently. If you don't know which one to choose, use " "**CameraAttributesPractical**." msgstr "" +"Mit beiden CameraAttribute-Ressourcentypen können Sie die gleichen " +"Funktionen nutzen, sie sind jedoch unterschiedlich konfiguriert. Wenn Sie " +"nicht wissen, welchen Sie wählen sollen, verwenden Sie " +"**CameraAttributesPractical**." msgid "" "Using a :ref:`class_CameraAttributesPhysical` on a Camera3D node will lock " @@ -172,12 +215,21 @@ msgid "" "WorldEnvironment, the CameraAttributesPhysical will not override any " "Camera3D in the scene." msgstr "" +"Die Verwendung einer :ref:`class_CameraAttributesPhysical` auf einem " +"Camera3D-Node sperrt FOV und Seitenverhältnis-Anpassungen in dieser " +"Camera3D, da das Sichtfeld stattdessen in der CameraAttributesPhysical " +"Ressource angepasst wird. Wenn sie in einer WorldEnvironment verwendet wird, " +"überschreibt die CameraAttributesPhysical keine Camera3D in der Szene." msgid "" "A CameraAttributes resource can be added to a Camera3D or a WorldEnvironment " "node. When the current camera has a CameraAttributes set, it will *override* " "the one set in WorldEnvironment (if any)." msgstr "" +"Eine CameraAttributes-Ressource kann zu einem Camera3D oder einem " +"WorldEnvironment-Node hinzugefügt werden. Wenn die aktuelle Kamera eine " +"CameraAttributes-Ressource hat, überschreibt sie die in WorldEnvironment " +"eingestellte (falls vorhanden)." msgid "" "In most situations, setting the CameraAttributes resource on the Camera3D " @@ -186,17 +238,22 @@ msgid "" "node prevents depth of field from displaying in the 3D editor viewport, " "unless the camera is being previewed." msgstr "" +"In den meisten Situationen wird empfohlen, die CameraAttributes-Ressource " +"auf den Camera3D-Node statt auf den WorldEnvironment-Node zu setzen. Im " +"Gegensatz zu WorldEnvironment wird durch die Zuweisung der CameraAttributes-" +"Ressource zum Camera3D-Node verhindert, dass die Schärfentiefe im " +"Ansichtsfenster des 3D-Editors angezeigt wird, es sei denn, die Kamera wird " +"in der Vorschau angezeigt." msgid "Environment options" -msgstr "Umgebungs-Einstellungen" +msgstr "Environment-Optionen" -#, fuzzy msgid "" "The following is a detailed description of all environment options and how " "they are intended to be used." msgstr "" -"Im Folgenden finden Sie eine detaillierte Beschreibung aller " -"Umgebungsoptionen und deren Verwendung." +"Nachfolgend finden Sie eine ausführliche Beschreibung aller Environment-" +"Optionen und wie sie verwendet werden sollen." msgid "Background" msgstr "Hintergrund" @@ -208,25 +265,37 @@ msgid "" "affects how objects are affected by ambient and reflected light. This is " "called image-based lighting (IBL)." msgstr "" +"Der Abschnitt Hintergrund enthält Einstellungen, wie der Hintergrund (Teile " +"des Bildschirms, in denen keine Objekte gezeichnet wurden) gefüllt werden " +"soll. Der Hintergrund dient nicht nur dazu, ein Bild oder eine Farbe " +"anzuzeigen. Standardmäßig wirkt er sich auch darauf aus, wie Objekte durch " +"Umgebungs- und reflektiertes Licht beeinflusst werden. Dies wird als " +"bildbasierte Beleuchtung (Image-Based Lighting, IBL) bezeichnet." msgid "" "As a result, the background sky may greatly impact your scene's overall " "appearance, even if the sky is never directly visible on screen. This should " "be taken into account when tweaking lighting in your scene." msgstr "" +"Daher kann der Hintergrundhimmel einen großen Einfluss auf das " +"Gesamterscheinungsbild Ihrer Szene haben, auch wenn der Himmel nie direkt " +"auf dem Bildschirm zu sehen ist. Dies sollte bei der Anpassung der " +"Beleuchtung in Ihrer Szene berücksichtigt werden." -#, fuzzy msgid "There are several background modes available:" -msgstr "Hierfür stehen vier Makros zur Verfügung:" +msgstr "Es sind mehrere Hintergrundmodi verfügbar:" msgid "" "**Clear Color** uses the default clear color defined in the project " "settings. The background will be a constant color." msgstr "" +"**Clear Color** verwendet die in den Projekteinstellungen definierte " +"Standardfarbe \"Clear\". Der Hintergrund wird in einer konstanten Farbe " +"dargestellt." msgid "**Custom Color** is like Clear Color, but with a custom color value." msgstr "" -"**Benutzerdefinierte Farbe** ist wie Klare Farbe, jedoch mit einem " +"**Benutzerdefinierte Farbe** ist wie Clear, aber mit einem " "benutzerdefinierten Farbwert." msgid "" @@ -234,22 +303,32 @@ msgid "" "objects in the scene will reflect this sky material and absorb ambient light " "from it." msgstr "" +"Mit **Himmel** können Sie ein Himmelsmaterial für den Hintergrund definieren " +"(siehe unten). Standardmäßig reflektieren die Objekte in der Szene dieses " +"Himmelsmaterial und absorbieren das Umgebungslicht davon." msgid "" "**Canvas** displays the 2D scene as a background to the 3D scene. This can " "be used to make environment effects visible on 2D rendering, such as :ref:" "`glow in 2D `." msgstr "" +"**Canvas** zeigt die 2D-Szene als Hintergrund für die 3D-Szene an. Dies kann " +"verwendet werden, um Umgebungseffekte beim 2D-Rendering sichtbar zu machen, " +"wie zum Beispiel :ref:`Glow in 2D " +"`." msgid "" "**Keep** does not draw any sky, keeping what was present on previous frames " "instead. This improves performance in purely indoor scenes, but creates a " "\"hall of mirrors\" visual glitch if the sky is visible at any time." msgstr "" +"Mit **Beibehalten** wird kein Himmel gezeichnet, sondern das beibehalten, " +"was in den vorherigen Bildern vorhanden war. Dies verbessert die Performance " +"in reinen Innenraumszenen, führt aber zu einem \"Spiegelkabinett\"-Effekt, " +"wenn der Himmel zu irgendeinem Zeitpunkt sichtbar ist." -#, fuzzy msgid "Sky materials" -msgstr "Shader Materialien" +msgstr "Himmelsmaterialien" msgid "" "When using the **Sky** background mode (or the ambient/reflected light mode " @@ -257,9 +336,14 @@ msgid "" "Environment resource. Editing this subresource allows you to create a " "SkyMaterial resource within the Sky." msgstr "" +"Wenn Sie den Hintergrundmodus **Himmel** verwenden (oder der Umgebungs-/" +"Reflexionslichtmodus auf **Himmel** eingestellt ist), wird eine Himmels-" +"Subressource verfügbar, die Sie in der Ressource Environment bearbeiten " +"können. Wenn Sie diese Subressource bearbeiten, können Sie eine SkyMaterial-" +"Ressource innerhalb des Himmels erstellen." msgid "There are 3 built-in sky materials to choose from:" -msgstr "" +msgstr "Sie können zwischen 3 Built-in-Himmelsmaterialien wählen:" msgid "" "**PanoramaSkyMaterial:** Use a 360 degree panorama sky image (2:1 aspect " @@ -267,6 +351,11 @@ msgid "" "must be in an HDR-compatible format such as ``.hdr`` or ``.exr`` rather than " "a standard dynamic range format like ``.png`` or ``.jpg``." msgstr "" +"**PanoramaSkyMaterial:** Verwenden Sie ein 360-Grad-Panoramabild des Himmels " +"(Seitenverhältnis 2:1 empfohlen). Um den hohen Dynamikbereich zu nutzen, " +"muss das Panoramabild in einem HDR-kompatiblen Format wie ``.hdr`` oder ``." +"exr`` vorliegen und nicht in einem Default-Dynamikbereich-Format wie ``." +"png`` oder ``.jpg``." msgid "" "**ProceduralSkyMaterial:** Use a procedurally generated sky with adjustable " @@ -275,6 +364,12 @@ msgid "" "DirectionalLight3D nodes present in the scene. There can be up to 4 suns at " "a given time." msgstr "" +"**ProceduralSkyMaterial:** Verwenden Sie einen prozedural erzeugten Himmel " +"mit einstellbaren Farben für Boden, Sonne, Himmel und Horizont. Dies ist die " +"Art von Himmel, die in der Editorvorschau verwendet wird. Die Position der " +"Sonne wird automatisch von den ersten 4 DirectionalLight3D-Nodes abgeleitet, " +"die in der Szene vorhanden sind. Es kann bis zu 4 Sonnen zu einem bestimmten " +"Zeitpunkt geben." msgid "" "**PhysicalSkyMaterial:** Use a physically-based procedural sky with " @@ -283,12 +378,21 @@ msgid "" "PhysicalSkyMaterial is slightly more expensive to render compared to " "ProceduralSkyMaterial. There can be up to 1 sun at a given time." msgstr "" +"**PhysicalSkyMaterial:** Verwenden Sie einen Physik-basierten prozeduralen " +"Himmel mit einstellbaren Streuungsparametern. Die Position der Sonne wird " +"automatisch aus dem ersten DirectionalLight3D-Node in der Szene abgeleitet. " +"PhysicalSkyMaterial ist etwas teurer zu rendern im Vergleich zu " +"ProceduralSkyMaterial. Es kann bis zu 1 Sonne zu einer bestimmten Zeit " +"vorhanden sein." msgid "" "Panorama sky images are sometimes called HDRIs (High Dynamic Range Images). " "You can find freely licensed HDRIs on `Poly Haven `__." msgstr "" +"Panorama-Himmelsbilder werden manchmal als HDRIs (High Dynamic Range Images) " +"bezeichnet. Sie können frei lizenzierte HDRIs auf `Poly Haven `__ finden." msgid "" "HDR PanoramaSkyMaterial textures with very bright spots (such as real life " @@ -296,19 +400,29 @@ msgid "" "specular reflections. This is caused by the texture's peak exposure being " "too high." msgstr "" +"HDR-PanoramaSkyMaterial-Texturen mit sehr hellen Stellen (z. B. Fotos aus " +"dem wirklichen Leben, auf denen die Sonne sichtbar ist) können zu sichtbarem " +"Glitzern auf Umgebungs- und Spiegelreflexionen führen. Dies wird dadurch " +"verursacht, dass die Spitzenbelichtung der Textur zu hoch ist." msgid "" "To resolve this, select the panorama texture in the FileSystem dock, go to " "the Import dock, enable **HDR Clamp Exposure** then click **Reimport**." msgstr "" +"Um dies zu beheben, wählen Sie die Panoramatextur im Dateisystem-Dock aus, " +"gehen Sie zum Import-Dock, aktivieren Sie **HDR-Clamp-Belichtung** und " +"klicken Sie dann auf **Neuimport**." msgid "" "If you need a custom sky material (e.g. for procedural clouds), you can " "create a custom :ref:`sky shader `." msgstr "" +"Wenn Sie ein benutzerdefiniertes Himmelsmaterial benötigen (z. B. für " +"prozedurale Wolken), können Sie einen benutzerdefinierten :ref:`Himmels-" +"Shader ` erstellen." msgid "Ambient light" -msgstr "Lichter hinzufügen (ambient light)" +msgstr "Umgebungslicht" msgid "" "Ambient light (as defined here) is a type of light that affects every piece " @@ -317,10 +431,17 @@ msgid "" "of image-based lighting. Unlike reflected light, ambient light does not vary " "depending on the camera's position and viewing angle." msgstr "" +"Umgebungslicht (wie hier definiert) ist eine Art von Licht, das auf jedes " +"Stück Geometrie mit der gleichen Intensität wirkt. Es ist global und " +"unabhängig von Lichtern, die der Szene hinzugefügt werden könnten. " +"Umgebungslicht ist eine der beiden Komponenten der bildbasierten " +"Beleuchtung. Im Gegensatz zum reflektierten Licht variiert das " +"Umgebungslicht nicht in Abhängigkeit von der Kameraposition und dem " +"Blickwinkel." -#, fuzzy msgid "There are several types of ambient light to choose from:" -msgstr "Dafür gibt es mehrere Gründe:" +msgstr "" +"Es gibt verschiedene Arten von Umgebungslicht, aus denen Sie wählen können:" msgid "" "**Background:** Source ambient light from the background, such as the sky, " @@ -329,10 +450,18 @@ msgid "" "appealing ambient lighting. A sky must be set as background for this mode to " "be visible." msgstr "" +"**Hintergrund:** Quellen-Umgebungslicht aus dem Hintergrund, z.B. dem " +"Himmel, einer benutzerdefinierten Farbe oder einer Clear-Farbe (Default). " +"Die Intensität des Umgebungslichts variiert je nach Inhalt des " +"Himmelsbildes, was zu einer visuell ansprechenderen Umgebungsbeleuchtung " +"führen kann. Damit dieser Modus sichtbar ist, muss ein Himmel als " +"Hintergrund eingestellt sein." msgid "" "**Disabled:** Do not use any ambient light. Useful for purely indoor scenes." msgstr "" +"**Deaktiviert:** Verwenden Sie kein Umgebungslicht. Nützlich für reine " +"Innenraumszenen." msgid "" "**Color:** Use a constant color for ambient light, ignoring the background " @@ -341,12 +470,22 @@ msgid "" "pitch black shadows may be too dark, or to maximize performance on low-end " "devices." msgstr "" +"**Farbe:** Verwenden Sie eine konstante Farbe für das Umgebungslicht und " +"ignorieren Sie den Hintergrundhimmel. Die Intensität des Umgebungslichts " +"wird auf allen Seiten gleich sein, was dazu führen kann, dass die " +"Beleuchtung der Szene flacher aussieht. Nützlich für Innenraumszenen, bei " +"denen tiefschwarze Schatten zu dunkel sein könnten, oder um die Performance " +"auf Low-End-Geräten zu maximieren." msgid "" "**Sky:** Source ambient light from a specified sky, even if the background " "is set to a mode other than **Sky**. If the background mode is already " "**Sky**, this mode behaves identically to **Background**." msgstr "" +"**Himmel:** Das Umgebungslicht wird von einem bestimmten Himmel erzeugt, " +"auch wenn der Hintergrund auf einen anderen Modus als **Himmel** eingestellt " +"ist. Wenn der Hintergrundmodus bereits **Himmel** ist, verhält sich dieser " +"Modus identisch zu **Hintergrund**." msgid "" "When the ambient light mode is set to Sky or Background (and background is " @@ -355,6 +494,13 @@ msgid "" "which means that only the ambient sky is used. The ambient color is ignored " "unless **Sky Contribution** is decreased below ``1.0``." msgstr "" +"Wenn der Umgebungslichtmodus auf \"Himmel\" oder \"Hintergrund\" eingestellt " +"ist (und der Hintergrund auf \"Himmel\"), ist es möglich, zwischen der " +"Umgebungsfarbe und dem Himmel zu überblenden, indem man die **Himmel-" +"Beitrag**-Property benutzt. Dieser Wert ist standardmäßig auf ``1.0`` " +"eingestellt, was bedeutet, dass nur der Umgebungshimmel verwendet wird. Die " +"Umgebungsfarbe wird ignoriert, es sei denn, **Himmel-Beitrag** wird unter " +"``1.0`` gesenkt." msgid "Here is a comparison of how different ambient light affects a scene:" msgstr "" @@ -365,6 +511,8 @@ msgid "" "Finally, there is an **Energy** setting which is a multiplier. It's useful " "when working with HDR." msgstr "" +"Schließlich gibt es eine **Energie**-Einstellung, die einen Multiplikator " +"darstellt. Er ist nützlich, wenn Sie mit HDR arbeiten." msgid "" "In general, you should only rely on ambient light alone for simple scenes or " @@ -376,40 +524,59 @@ msgid "" "more accurately. Below is a comparison, in terms of quality, between using a " "flat ambient color and a VoxelGI:" msgstr "" +"Im Allgemeinen sollten Sie sich nur bei einfachen Szenen oder großen " +"Außenbereichen auf das Umgebungslicht allein verlassen. Sie können dies auch " +"tun, um die Performance zu steigern. Umgebungslicht ist zwar schnell zu " +"rendern, bietet aber nicht die beste Beleuchtungsqualität. Es ist besser, " +"Umgebungslicht aus :ref:`ReflectionProbe `, :ref:" +"`VoxelGI ` oder :ref:`SDFGI ` zu " +"erzeugen, da diese die Ausbreitung von indirektem Licht genauer simulieren. " +"Nachfolgend finden Sie einen Qualitätsvergleich zwischen der Verwendung " +"einer flachen Umgebungsfarbe und eines VoxelGI:" msgid "" "Using one of the methods described above will replace constant ambient " "lighting with ambient lighting from the probes." msgstr "" +"Mit einer der oben beschriebenen Methoden wird die konstante " +"Umgebungsbeleuchtung durch die Umgebungsbeleuchtung der Probes ersetzt." -#, fuzzy msgid "Reflected light" -msgstr "Zusammenfassend" +msgstr "Reflektiertes Licht" msgid "" "Reflected light (also called specular light) is the other of the two " "components of image-based lighting." msgstr "" +"Reflektiertes Licht (auch Specular Light genannt) ist die andere der beiden " +"Komponenten der bildbasierten Beleuchtung." -#, fuzzy msgid "Reflected light can be set to one of 3 modes:" -msgstr "Ein starrer Körper kann auf einen von vier Modi eingestellt werden:" +msgstr "Reflektiertes Licht kann auf einen von 3 Modi eingestellt werden:" msgid "" "**Background:** Reflect from the background, such as the sky, custom color " "or clear color (default)." msgstr "" +"**Hintergrund:** Reflektiert den Hintergrund, z.B. den Himmel, eine " +"benutzerdefinierte Farbe oder eine Clear-Farbe (Default)." msgid "" "**Disabled:** Do not reflect any light from the environment. Useful for " "purely indoor scenes, or to maximize performance on low-end devices." msgstr "" +"**Deaktiviert:** Reflektiert kein Licht aus der Umgebung. Nützlich für reine " +"Innenraumszenen oder zur Maximierung der Performance auf Low-End-Geräten." msgid "" "**Sky:** Reflect from the background sky, even if the background is set to a " "mode other than **Sky**. If the background mode is already **Sky**, this " "mode behaves identically to **Background**." msgstr "" +"**Himmel:** Reflektiert vom Hintergrundhimmel, auch wenn der Hintergrund auf " +"einen anderen Modus als **Himmel** eingestellt ist. Wenn der " +"Hintergrundmodus bereits **Himmel** ist, verhält sich dieser Modus identisch " +"zu **Hintergrund**." msgid "Fog" msgstr "Nebel" @@ -418,11 +585,16 @@ msgid "" "This section refers to non-volumetric fog only. It is possible to use both " "non-volumetric fog and :ref:`doc_volumetric_fog` at the same time." msgstr "" +"Dieser Abschnitt bezieht sich nur auf nicht-volumetrischen Nebel. Es ist " +"möglich, sowohl nicht-volumetrischen Nebel als auch :ref:" +"`doc_volumetric_fog` gleichzeitig zu verwenden." msgid "" "Fog, as in real life, makes distant objects fade away into a uniform color. " "There are two kinds of fog in Godot:" msgstr "" +"Wie im wirklichen Leben lässt der Nebel entfernte Objekte in eine " +"einheitlichen Farbe verblassen. Es gibt zwei Arten von Nebel in Godot:" msgid "" "**Depth Fog:** This one is applied based on the distance from the camera." @@ -434,39 +606,61 @@ msgid "" "**Height Fog:** This one is applied to any objects below (or above) a " "certain height, regardless of the distance from the camera." msgstr "" +"**Höhennebel:** Dieser wird auf alle Objekte unterhalb (oder oberhalb) einer " +"bestimmten Höhe angewendet, unabhängig von der Entfernung zur Kamera." msgid "" "Both of these fog types can have their curve tweaked, making their " "transition more or less sharp." msgstr "" +"Bei beiden Nebeltypen kann die Kurve angepasst werden, so dass der Übergang " +"mehr oder weniger scharf ist." msgid "Two properties can be tweaked to make the fog effect more interesting:" msgstr "" -"Zwei Eigenschaften können verändert werden, um den Nebel-Effekt " -"interessanter zu machen:" +"Zwei Propertys können verändert werden, um den Nebel-Effekt interessanter zu " +"machen:" msgid "" "The first is **Sun Amount**, which makes use of the Sun Color property of " "the fog. When looking towards a directional light (usually a sun), the color " "of the fog will be changed, simulating the sunlight passing through the fog." msgstr "" +"Die erste ist **Sonnen-Menge**, die von der Property \"Sonnen-Farbe\" des " +"Nebels abhängt. Wenn Sie in Richtung eines gerichteten Lichts (in der Regel " +"eine Sonne) blicken, ändert sich die Farbe des Nebels und simuliert das " +"Sonnenlicht, das durch den Nebel fällt." msgid "" "The second is **Transmit Enabled** which simulates more realistic light " "transmittance. In practice, it makes light stand out more across the fog." msgstr "" +"Die zweite Option ist **Transmission Aktiviert**, die eine realistischere " +"Licht-Transmission simuliert. In der Praxis hebt sich das Licht dadurch " +"stärker im Nebel ab." + +msgid "" +"Fog can cause banding to appear on the viewport, especially at higher " +"density levels. See :ref:`doc_3d_rendering_limitations_color_banding` for " +"guidance on reducing banding." +msgstr "" msgid "Volumetric Fog" -msgstr "" +msgstr "Volumetrischer Nebel" msgid "" "Volumetric fog provides a realistic fog effect to the scene, with fog color " "being affected by the lights that traverse the fog." msgstr "" +"Volumetrischer Nebel sorgt für einen realistischen Nebeleffekt in der Szene, " +"wobei die Farbe des Nebels von den Lichtern beeinflusst wird, die den Nebel " +"durchdringen." msgid "" "See :ref:`doc_volumetric_fog` for documentation on setting up volumetric fog." msgstr "" +"Siehe :ref:`doc_volumetric_fog` für die Dokumentation zum Einrichten von " +"volumetrischem Nebel." msgid "Tonemap" msgstr "Tonemap" @@ -477,30 +671,44 @@ msgid "" "Tonemapping operators other than Linear are used to make light and dark " "areas more homogeneous, while also avoiding clipping of bright highlights." msgstr "" +"Tonemap wählt die Tonemapping-Kurve, die auf die Szene angewendet wird, aus " +"einer Liste von Standardkurven aus, die in der Film- und Spieleindustrie " +"verwendet werden. Andere Tonemapping-Operatoren als \"Linear\" werden " +"verwendet, um helle und dunkle Bereiche homogener zu machen und gleichzeitig " +"das Abschneiden heller Lichter zu vermeiden." -#, fuzzy msgid "The tone mapping options are:" -msgstr "Während dies die Nachteile sind:" +msgstr "Die Optionen für die Tonemapping sind:" msgid "**Mode:** The tone mapping mode to use." -msgstr "" +msgstr "**Modus:** Der zu verwendende Tonemapping-Modus." msgid "" "**Linear:** The default tonemapping mode. This is the fastest and simplest " "tonemapping operator, but it causes bright lighting to look blown out, with " "noticeable clipping in the output colors." msgstr "" +"**Linear:** Der Default-Tonemapping-Modus. Dies ist der schnellste und " +"einfachste Tonemapping-Operator, aber er führt dazu, dass helle " +"Beleuchtungen überstrahlt aussehen und die ausgegebenen Farben deutlich " +"beschnitten werden." msgid "" "**Reinhardt:** Performs a variation on rendered pixels' colors by this " "formula: ``color = color / (1 + color)``. This avoids clipping bright " "highlights, but the resulting image can look a bit dull." msgstr "" +"**Reinhardt:** Führt eine Variation der Farben der gerenderten Pixel nach " +"dieser Formel durch: ``Farbe = Farbe / (1 + Farbe)``. Dadurch wird " +"vermieden, dass helle Lichter abgeschnitten werden, aber das resultierende " +"Bild kann etwas stumpf aussehen." msgid "" "**Filmic:** This avoids clipping bright highlights, with a resulting image " "that usually looks more vivid than Reinhardt." msgstr "" +"**Filmisch:** Dadurch wird die Beschneidung heller Lichter vermieden, und " +"das Bild wirkt in der Regel lebendiger als bei Reinhardt." msgid "" "**ACES:** Academy Color Encoding System tonemapper. ACES is slightly more " @@ -510,6 +718,13 @@ msgid "" "recommended option when aiming for photorealistic visuals. This tonemapping " "mode was called \"ACES Fitted\" in Godot 3.x." msgstr "" +"**ACES:** Academy Color Encoding System-Tonemapper. ACES ist etwas teurer " +"als andere Optionen, aber es behandelt helle Beleuchtung auf realistischere " +"Weise, indem es sie entsättigt, wenn sie heller wird. Im Vergleich zu " +"Reinhardt und Filmisch hat ACES in der Regel eine kontrastreichere Ausgabe. " +"ACES ist die empfohlene Option, wenn Sie eine fotorealistische Darstellung " +"anstreben. Dieser Tonemapping-Modus wurde in Godot 3.x als \"ACES Fitted\" " +"bezeichnet." msgid "" "**Exposure:** Tone mapping exposure which simulates amount of light received " @@ -517,6 +732,11 @@ msgid "" "appearance. If the scene appears too dark as a result of a tonemapping " "operator or whitepoint change, try increasing this value slightly." msgstr "" +"**Belichtung:** Tone-Mapping-Belichtung zur Simulation der Lichtmenge, die " +"im Laufe der Zeit empfangen wird (Standard: ``1.0``). Höhere Werte führen zu " +"einem insgesamt helleren Erscheinungsbild. Wenn die Szene infolge eines " +"Tonemapping-Operators oder einer Weißpunktänderung zu dunkel erscheint, " +"versuchen Sie, diesen Wert leicht zu erhöhen." msgid "" "**White:** Tone mapping whitepoint, which simulates where in the scale white " @@ -524,6 +744,11 @@ msgid "" "values are between ``6.0`` and ``8.0``. Higher values result in less blown " "out highlights, but make the scene appear slightly darker as a whole." msgstr "" +"**Weiß:** Tone-Mapping-Weißpunkt, der simuliert, wo auf der Skala Weiß liegt " +"(Default: ``1.0``). Für fotorealistische Beleuchtung liegen die empfohlenen " +"Werte zwischen ``6.0`` und ``8.0``. Höhere Werte führen zu weniger " +"überstrahlten Lichtern, lassen aber die Szene insgesamt etwas dunkler " +"erscheinen." msgid "Mid- and post-processing effects" msgstr "Mid- und Post-Processing-Effekte" @@ -532,6 +757,8 @@ msgid "" "The Environment resource supports many popular mid- and post-processing " "effects." msgstr "" +"Die Environment-Ressource unterstützt viele gängige Mid- und Post-Processing-" +"Effekte." msgid "" "Screen-space effects such as :abbr:`SSR (Screen-Space Reflections)`, :abbr:" @@ -540,15 +767,22 @@ msgid "" "camera view or is occluded by other opaque geometry. Consider this when " "tweaking their settings to avoid distracting changes during gameplay." msgstr "" +"Screen-Space-Effekte wie :abbr:`SSR (Screen-Space Reflections)`, :abbr:`SSAO " +"(Screen-Space Ambient Occlusion)`, :abbr:`SSIL (Screen-Space Indirect " +"Lighting)` und Glow wirken nicht auf Geometrie, die sich außerhalb des " +"Blickfeldes der Kamera befindet oder durch andere undurchsichtige Geometrie " +"verdeckt ist. Berücksichtigen Sie dies, wenn Sie die Einstellungen anpassen, " +"um ablenkende Änderungen während des Spiels zu vermeiden." msgid "Screen-Space Reflections (SSR)" -msgstr "Bildschirm-Raum-Reflexionen (Screen-Space Reflections=SSR)" +msgstr "Screen-Space-Reflexionen (SSR)" -#, fuzzy msgid "" "*This feature is only available when using the Forward+ backend, not Mobile " "or Compatibility.*" -msgstr "*Diese Features ist nur bei Verwendung des GLES3-Backends verfügbar.*" +msgstr "" +"*Dieses Feature ist nur verfügbar, wenn Sie das Forward+-Backend verwenden, " +"nicht Mobile oder Kompatibilität*." msgid "" "While Godot supports several sources of reflection data such as :ref:" @@ -557,6 +791,11 @@ msgid "" "when objects are in contact with each other (object over floor, over a " "table, floating on water, etc)." msgstr "" +"Godot unterstützt zwar mehrere Quellen für Reflexionsdaten, wie z.B. :ref:" +"`doc_reflection_probes`, doch bieten sie nicht in allen Situationen genügend " +"Details. Am sinnvollsten sind Screen-Space-Reflexionen, wenn Objekte " +"miteinander in Kontakt sind (Objekt über dem Boden, über einem Tisch, auf " +"Wasser schwimmend usw.)." msgid "" "On top of providing more detail, screen-space reflections also work in real-" @@ -564,6 +803,11 @@ msgid "" "used to make characters, cars, etc. reflect on surrounding surfaces when " "moving around." msgstr "" +"Abgesehen davon, dass sie mehr Details bieten, funktionieren Screen-Space-" +"Reflexionen auch in Echtzeit (während andere Arten von Reflexionen " +"normalerweise vorberechnet werden). Dies kann verwendet werden, um " +"Charaktere, Autos usw. bei der Bewegung auf umliegenden Oberflächen zu " +"reflektieren." msgid "" "Screen-space reflections can be used at the same time as other reflection " @@ -571,33 +815,38 @@ msgid "" "fallback when screen-space reflections cannot be used (for example, to " "reflect off-screen objects)." msgstr "" +"Screen-Space-Reflexionen können gleichzeitig mit anderen Reflexionsquellen " +"verwendet werden, um von detaillierten Reflexionen zu profitieren, wenn " +"möglich, und gleichzeitig eine Ausweichmöglichkeit zu haben, wenn Screen-" +"Space-Reflexionen nicht verwendet werden können (zum Beispiel, um Objekte " +"außerhalb des Bildschirms zu reflektieren)." msgid "" "A few user-controlled parameters are available to better tweak the technique:" msgstr "" -"Zur besseren Anpassung der Technik stehen ein paar benutzergesteuerte " +"Zur besseren Anpassung der Methode stehen ein paar benutzergesteuerte " "Parameter zur Verfügung:" msgid "" "**Max Steps:** Determines the length of the reflection. The bigger this " "number, the more costly it is to compute." msgstr "" +"**Max. Schritte:** Bestimmt die Länge der Reflexion. Je größer diese Zahl " +"ist, desto aufwendiger ist die Berechnung." -#, fuzzy msgid "" "**Fade In:** Allows adjusting the fade-in curve, which is useful to make the " "contact area softer." msgstr "" -"**Ausblenden** ermöglicht das Anpassen der Ausblendkurve, sodass die " -"Schrittgrenze sanft ausgeblendet wird." +"**Fade-In:** Ermöglicht die Anpassung der Fade-In-Kurve, die nützlich ist, " +"um die Kontaktfläche weicher zu machen." -#, fuzzy msgid "" "**Fade Out:** Allows adjusting the fade-out curve, so the step limit fades " "out softly." msgstr "" -"**Ausblenden** ermöglicht das Anpassen der Ausblendkurve, sodass die " -"Schrittgrenze sanft ausgeblendet wird." +"**Fade-Out:** Ermöglicht die Einstellung der Fade-Out-Kurve, so dass die " +"Stufengrenze sanft ausklingt." msgid "" "**Depth Tolerance:** Can be used to allow screen-space rays to pass behind " @@ -606,6 +855,12 @@ msgid "" "space reflections exhibit fewer \"breakups\", at the cost of some objects " "creating physically incorrect reflections." msgstr "" +"**Tiefentoleranz:** Kann verwendet werden, um Strahlen im Screen-Space " +"hinter Objekten durchzulassen. Die Strahlen werden jedes Objekt so " +"behandeln, als ob es diese Tiefe hätte, um festzustellen, ob sie hinter dem " +"Objekt durchgehen können. Höhere Werte bewirken, dass die Reflexionen im " +"Bildschirmraum weniger \"Aufbrüche\" aufweisen, was allerdings zur Folge " +"hat, dass einige Objekte physikalisch falsche Reflexionen erzeugen." msgid "" "Keep in mind that screen-space-reflections only work for reflecting opaque " @@ -613,9 +868,14 @@ msgid "" "the depth buffer. This also applies to shaders that use " "``hint_screen_texture`` or ``hint_depth_texture`` uniforms." msgstr "" +"Denken Sie daran, dass Screen-Space-Reflexionen nur bei undurchsichtiger " +"Geometrie funktionieren. Transparente Materialien werden nicht reflektiert, " +"da sie nicht in den Tiefenpuffer geschrieben werden. Dies gilt auch für " +"Shader, die ``hint_screen_texture`` oder ``hint_depth_texture``-Uniforms " +"verwenden." msgid "Screen-Space Ambient Occlusion (SSAO)" -msgstr "Bildschirm-Raum Berührungsebene (Screen-Space Ambient Occlusion=SSAO)" +msgstr "Screen-Space-Ambient Occlusion (SSAO)" msgid "" "As mentioned in the **Ambient** section, areas where light from light nodes " @@ -625,24 +885,42 @@ msgid "" "methods proposed previously act more on a larger scale (large regions) than " "at the smaller geometry level." msgstr "" +"Wie im Abschnitt **Umgebung** erwähnt, werden Bereiche, die vom Licht der " +"Nodes nicht erreicht werden (weil sie entweder außerhalb des Radius oder im " +"Schatten liegen), mit Umgebungslicht beleuchtet. Godot kann dies mit " +"VoxelGI, ReflectionProbe, dem Himmel oder einer konstanten Umgebungsfarbe " +"simulieren. Das Problem ist jedoch, dass alle zuvor vorgeschlagenen Methoden " +"eher auf einer größeren Skala (große Regionen) als auf einer kleineren " +"Geometrieebene wirken." msgid "" "Constant ambient color and Sky are the same everywhere, while GI and " "Reflection probes have more local detail, but not enough to simulate " "situations where light is not able to fill inside hollow or concave features." msgstr "" +"Konstante Umgebungsfarbe und Himmel sind überall gleich, während GI- und " +"Reflexions-Probes mehr lokale Details aufweisen, aber nicht genug, um " +"Situationen zu simulieren, in denen das Licht nicht in der Lage ist, hohle " +"oder konkave Merkmale auszufüllen." msgid "" "This can be simulated with Screen Space Ambient Occlusion. As you can see in " "the image below, its purpose is to make sure concave areas are darker, " "simulating a narrower path for the light to enter:" msgstr "" +"Dies kann mit Screen-Space-Ambient Occlusion simuliert werden. Wie Sie auf " +"dem Bild unten sehen können, besteht sein Zweck darin, konkave Bereiche " +"dunkler zu machen, um einen engeren Pfad für den Lichteinfall zu simulieren:" msgid "" "It is a common mistake to enable this effect, turn on a light, and not be " "able to appreciate it. This is because :abbr:`SSAO (Screen-Space Ambient " "Occlusion)` only acts on *ambient* light. It does not affect direct light." msgstr "" +"Es ist ein häufiger Fehler, diesen Effekt zu aktivieren, ein Licht " +"einzuschalten und nicht in der Lage zu sein, ihn wahrzunehmen. Das liegt " +"daran, dass :abbr:`SSAO (Screen-Space-Ambient Occlusion)` nur auf " +"*Umgebungslicht* wirkt. Es wirkt nicht auf direktes Licht." msgid "" "This is why, in the image above, the effect is less noticeable under the " @@ -651,26 +929,35 @@ msgid "" "parameter. Even though this is not physically correct, some artists like how " "it looks." msgstr "" +"Aus diesem Grund ist der Effekt im obigen Bild bei direktem Licht (links) " +"weniger ausgeprägt. Wenn Sie :abbr:`SSAO (Screen-Space-Ambient Occlusion)` " +"auch mit direktem Licht arbeiten lassen wollen, verwenden Sie den Parameter " +"**Lichtbeeinflussung**. Auch wenn dies physikalisch nicht korrekt ist, " +"gefällt einigen Künstlern, wie es aussieht." -#, fuzzy msgid "" ":abbr:`SSAO (Screen-Space Ambient Occlusion)` looks best when combined with " "a real source of indirect light, like VoxelGI:" msgstr "" -"SSAO sieht am besten aus, wenn es mit einer echten Quelle indirekten Lichts " -"wie GIProbe kombiniert wird:" +":abbr:`SSAO (Screen-Space Ambient Occlusion)` sieht am besten aus, wenn es " +"mit einer echten indirekten Lichtquelle, wie VoxelGI, kombiniert wird:" -#, fuzzy msgid "" "Tweaking :abbr:`SSAO (Screen-Space Ambient Occlusion)` is possible with " "several parameters:" -msgstr "Die Optimierung von SSAO ist mit mehreren Parametern möglich:" +msgstr "" +":abbr:`SSAO (Screen-Space-Ambient Occlusion)` sieht am besten aus, wenn es " +"mit einer echten indirekten Lichtquelle, wie VoxelGI, kombiniert wird:" msgid "" "**Radius:** The distance at which objects can occlude each other when " "calculating screen-space ambient occlusion. Higher values will result in " "occlusion over a greater distance at the cost of performance and quality." msgstr "" +"**Radius:** Der Abstand, in dem sich Objekte bei der Berechnung der Screen-" +"Space-Ambient Occlusion gegenseitig verdecken können. Höhere Werte führen zu " +"einer Verdeckung über eine größere Entfernung auf Kosten der Performance und " +"Qualität." msgid "" "**Intensity:** The primary screen-space ambient occlusion intensity. Acts as " @@ -680,23 +967,40 @@ msgid "" "conservative with this value. :abbr:`SSAO (Screen-Space Ambient Occlusion)` " "that is too strong can be distracting during gameplay." msgstr "" +"**Intensität:** Die primäre Screen-Space-Ambient Occlusion-Intensität. Wirkt " +"wie ein Multiplikator für den Screen-Space-Ambient Occlusion-Effekt. Ein " +"höherer Wert führt zu einer dunkleren Occlusion. Da es sich bei :abbr:`SSAO " +"(Screen-Space-Ambient Occlusion)` um einen Screen-Space-Effekt handelt, wird " +"empfohlen, mit diesem Wert konservativ umzugehen. :abbr:`SSAO (Screen-Space-" +"Ambient Occlusion)`, das zu stark ist, kann während des Spielens ablenken." msgid "" "**Power:** The distribution of occlusion. A higher value results in darker " "occlusion, similar to **Intensity**, but with a sharper falloff." msgstr "" +"**Stärke:** Die Verteilung der Occlusion. Ein höherer Wert führt zu einer " +"dunkleren Occlusion, ähnlich wie bei **Intensität**, aber mit einem " +"stärkeren Abfall." msgid "" "**Detail:** Sets the strength of the additional level of detail for the " "screen-space ambient occlusion effect. A high value makes the detail pass " "more prominent, but it may contribute to aliasing in your final image." msgstr "" +"**Detail:** Legt die Stärke des zusätzlichen Detailgrads für den Screen-" +"Space-Ambient Occlusion-Effekt fest. Ein hoher Wert macht den Detail-" +"Durchlauf deutlicher, kann aber zu Aliasing in Ihrem endgültigen Bild " +"beitragen." msgid "" "**Horizon:** The threshold for considering whether a given point on a " "surface is occluded or not represented as an angle from the horizon mapped " "into the 0.0-1.0 range. A value of 1.0 results in no occlusion." msgstr "" +"**Horizont:** Der Schwellenwert für die Beurteilung, ob ein bestimmter Punkt " +"auf einer Fläche verdeckt ist oder nicht, wird als Winkel zum Horizont " +"dargestellt, der in den Bereich 0,0-1,0 eingeordnet wird. Ein Wert von 1,0 " +"bedeutet, dass keine Verdeckung auftritt." msgid "" "**Sharpness:** The amount that the screen-space ambient occlusion effect is " @@ -704,6 +1008,10 @@ msgid "" "aliasing around the edges of objects. Setting too low will make object edges " "appear blurry." msgstr "" +"**Schärfe:** Die Stärke, mit welcher der Screen-Space-Ambient Occlusion-" +"Effekt die Kanten von Objekten verwischen darf. Eine zu hohe Einstellung " +"führt zu Aliasing an den Kanten von Objekten. Eine zu niedrige Einstellung " +"lässt die Objektkanten verschwommen erscheinen." msgid "" "**Light Affect:** The screen-space ambient occlusion intensity in direct " @@ -713,10 +1021,16 @@ msgid "" "direct light. Values above ``0.0`` are not physically accurate, but some " "artists prefer this effect." msgstr "" +"**Lichteinfluss:** Die Screen-Space-Ambient Occlusion-Intensität bei " +"direktem Licht. Im wirklichen Leben gilt Ambient Occlusion nur für " +"indirektes Licht, was bedeutet, dass seine Auswirkungen bei direktem Licht " +"nicht zu sehen sind. Werte größer als 0 machen den :abbr:`SSAO (Screen-Space-" +"Ambient Occlusion)` Effekt bei direktem Licht sichtbar. Werte über ``0.0`` " +"sind physikalisch nicht korrekt, aber einige Künstler bevorzugen diesen " +"Effekt." -#, fuzzy msgid "Screen-Space Indirect Lighting (SSIL)" -msgstr "Bildschirm-Raum-Reflexionen (Screen-Space Reflections=SSR)" +msgstr "Screen-Space Indirect Lighting (SSIL)" msgid "" ":abbr:`SSIL (Screen-Space Indirect Lighting)` provides indirect lighting for " @@ -725,6 +1039,12 @@ msgid "" "materials. When :abbr:`SSIL (Screen-Space Indirect Lighting)` is enabled on " "its own, the effect may not be that noticeable, which is intended." msgstr "" +":abbr:`SSIL (Screen-Space Indirect Lighting)` bietet indirekte Beleuchtung " +"für kleine Details oder dynamische Geometrien, die von anderen Global " +"Illumination-Methoden nicht abgedeckt werden können. Dies gilt für diffuses " +"Licht, aber auch für emittierende Materialien. Wenn :abbr:`SSIL (Screen-" +"Space Indirect Lighting)` allein aktiviert ist, ist der Effekt " +"möglicherweise nicht so auffällig, was auch beabsichtigt ist." msgid "" "Instead, :abbr:`SSIL (Screen-Space Indirect Lighting)` is meant to be used " @@ -733,6 +1053,11 @@ msgid "" "provides a subtle ambient occlusion effect, similar to SSAO but with less " "detail." msgstr "" +"Stattdessen ist :abbr:`SSIL (Screen-Space Indirect Lighting)` als " +"*Ergänzung* zu anderen Global Illumination-Methoden wie VoxelGI, SDFGI und " +"LightmapGI gedacht. :abbr:`SSIL (Screen-Space Indirect Lighting)` bietet " +"auch einen subtilen Ambient Occlusion-Effekt, ähnlich wie SSAO aber mit " +"weniger Details." msgid "" "This feature only provides indirect lighting. It is not a full global " @@ -742,12 +1067,20 @@ msgid "" "Reflections)` and/or :abbr:`SSAO (Screen-Space Ambient Occlusion)` for " "greater visual quality (at the cost of performance)." msgstr "" +"Dieses Feature bietet nur indirekte Beleuchtung. Es handelt sich nicht um " +"eine vollständige Global Illumination-Lösung. Dadurch unterscheidet sie sich " +"von der Screen-Space Global Illumination (SSGI), die von anderen 3D-Engines " +"angeboten wird. :abbr:`SSIL (Screen-Space Indirect Lighting)` kann mit :abbr:" +"`SSR (Screen-Space Reflexionen)` und/oder :abbr:`SSAO (Screen-Space Ambient " +"Occlusion)` kombiniert werden, um die visuelle Qualität zu verbessern (auf " +"Kosten der Performance)." -#, fuzzy msgid "" "Tweaking :abbr:`SSIL (Screen-Space Indirect Lighting)` is possible with " "several parameters:" -msgstr "Die Optimierung von SSAO ist mit mehreren Parametern möglich:" +msgstr "" +"Die Einstellung von :abbr:`SSIL (Screen-Space Indirect Lighting)` ist mit " +"verschiedenen Parametern möglich:" msgid "" "**Radius:** The distance that bounced lighting can travel when using the " @@ -755,11 +1088,18 @@ msgid "" "bouncing further in a scene, but may result in under-sampling artifacts " "which look like long spikes surrounding light sources." msgstr "" +"**Radius:** Die Entfernung, die das zurückgeworfene Licht bei der Verwendung " +"des indirekten Lichteffekts im Screen-Space zurücklegen kann. Ein größerer " +"Wert führt dazu, dass das Licht in einer Szene weiter gestreut wird, kann " +"aber zu Artefakten durch Unterabtastung führen, die wie lange Spitzen um " +"Lichtquellen herum aussehen." msgid "" "**Intensity:** The brightness multiplier for the screen-space indirect " "lighting effect. A higher value will result in brighter light." msgstr "" +"**Intensität:** Der Helligkeitsmultiplikator für den indirekten Lichteffekt " +"im Screen-Space. Ein höherer Wert führt zu einem helleren Licht." msgid "" "**Sharpness:** The amount that the screen-space indirect lighting effect is " @@ -767,6 +1107,10 @@ msgid "" "aliasing around the edges of objects. Setting too low will make object edges " "appear blurry." msgstr "" +"**Schärfe:** Die Stärke, mit welcher der indirekte Lichteffekt im Screen-" +"Space die Kanten von Objekten verwischen darf. Eine zu hohe Einstellung " +"führt zu Aliasing an den Kanten von Objekten. Eine zu niedrige Einstellung " +"lässt die Objektkanten verschwommen erscheinen." msgid "" "**Normal Rejection:** Amount of normal rejection used when calculating " @@ -777,9 +1121,18 @@ msgid "" "leaking is desirable, such as when the scene mostly contains emissive " "objects that emit light from faces that cannot be seen from the camera." msgstr "" +"**Normalen-Unterdrückung:** Betrag der Normalen-Unterdrückung, der bei der " +"Berechnung der indirekten Beleuchtung im Bildschirmraum verwendet wird. Bei " +"der Normalen-Unterdrückung wird die Normale eines bestimmten Abtastpunkts " +"verwendet, um Abtastungen zu unterdrücken, die vom aktuellen Pixel weg " +"zeigen. Die Normalen-Unterdrückung ist notwendig, um Lichtlecks zu " +"vermeiden, wenn nur eine Seite eines Objekts beleuchtet wird. Die Normalen-" +"Unterdrückung kann jedoch deaktiviert werden, wenn Lichtlecks erwünscht " +"sind, z. B. wenn die Szene hauptsächlich emittierende Objekte enthält, die " +"Licht von Gesichtern emittieren, die von der Kamera aus nicht zu sehen sind." msgid "Signed Distance Field Global Illumination (SDFGI)" -msgstr "" +msgstr "Signed Distance Field Global Illumination (SDFGI)" msgid "" "Signed distance field global illumination (SDFGI) is a form of real-time " @@ -787,31 +1140,46 @@ msgid "" "provide global illumination for off-screen elements (unlike :abbr:`SSIL " "(Screen-Space Indirect Lighting)`)." msgstr "" +"Signed Distance Field Global Illumination (SDFGI) ist eine Form der Global " +"Illumination in Echtzeit. Es handelt sich dabei nicht um einen Screen-Space-" +"Effekt, d.h. es kann Global Illumination für Elemente außerhalb des " +"Bildschirms bieten (im Gegensatz zu :abbr:`SSIL (Screen-Space Indirect " +"Lighting)`)." msgid "" "See :ref:`doc_using_sdfgi` for instructions on setting up this global " "illumination technique." msgstr "" +"Siehe :ref:`doc_using_sdfgi` für Anweisungen zum Einrichten dieser Global " +"Illumination-Methode." msgid "Glow" -msgstr "Leuchten" +msgstr "Glow" -#, fuzzy msgid "" "*This feature is only available when using the Forward+ and Mobile backends, " "not Compatibility.*" -msgstr "*Diese Features ist nur bei Verwendung des GLES3-Backends verfügbar.*" +msgstr "" +"*Diese Funktion ist nur verfügbar, wenn die Backends Forward+ und Mobile " +"verwendet werden, nicht aber für Kompatibilität.*" msgid "" "In photography and film, when light amount exceeds the maximum *luminance* " "(brightness) supported by the media, it generally bleeds outwards to darker " "regions of the image. This is simulated in Godot with the **Glow** effect." msgstr "" +"Wenn in der Fotografie und beim Film die Lichtmenge die maximale *Luminanz* " +"(Helligkeit) des Mediums übersteigt, strahlt sie im Allgemeinen in dunklere " +"Bereiche des Bildes aus. Dies wird in Godot mit dem **Glow**-Effekt " +"simuliert." msgid "" "By default, even if the effect is enabled, it will be weak or invisible. One " "of two conditions need to happen for it to actually show:" msgstr "" +"Standardmäßig ist der Effekt, auch wenn er aktiviert ist, schwach oder " +"unsichtbar. Damit er tatsächlich angezeigt wird, muss eine von zwei " +"Bedingungen erfüllt sein:" msgid "" "The light in a pixel surpasses the **HDR Threshold** (where 0 is all light " @@ -821,15 +1189,25 @@ msgid "" "that allows scaling (making brighter or darker) the light surpassing the " "threshold." msgstr "" +"Das Licht in einem Pixel übersteigt den **HDR-Schwellenwert** (wobei 0 " +"bedeutet, dass das gesamte Licht diesen Wert übersteigt, und 1,0 bedeutet, " +"dass das Licht über dem Tonemapper-Wert **Weiß** liegt). Normalerweise wird " +"erwartet, dass dieser Wert bei 1,0 liegt, aber er kann herabgesetzt werden, " +"um mehr Licht durchzulassen. Es gibt auch einen zusätzlichen Parameter, " +"**HDR-Skalierung**, mit dem das Licht, das den Schwellenwert überschreitet, " +"skaliert (heller oder dunkler gemacht) werden kann." msgid "" "The **Bloom** property has a value greater than ``0.0``. As it increases, it " "sends the whole screen to the glow processor at higher amounts." msgstr "" +"Die **Bloom**-Property hat einen Wert größer als ``0.0``. Je höher der Wert, " +"desto mehr wird der gesamte Bildschirm an den Glow-Prozessor gesendet." msgid "Both will cause the light to start bleeding out of the brighter areas." msgstr "" -"In beiden Fällen beginnt das Licht aus den helleren Bereichen zu leuchten." +"In beiden Fällen beginnt das Licht aus den helleren Bereichen " +"herauszustrahlen." msgid "Once glow is visible, it can be controlled with a few extra parameters:" msgstr "" @@ -840,6 +1218,8 @@ msgid "" "**Intensity** is an overall scale for the effect, it can be made stronger or " "weaker (``0.0`` removes it)." msgstr "" +"**Intensität** ist eine Gesamtskala für den Effekt, er kann stärker oder " +"schwächer gemacht werden (``0.0`` entfernt ihn)." msgid "" "**Strength** is how strong the gaussian filter kernel is processed. Greater " @@ -847,31 +1227,50 @@ msgid "" "this is not needed, as the size can be adjusted more efficiently with the " "**Levels**." msgstr "" +"**Stärke** gibt an, wie stark der Gaußfilter-Kernel verarbeitet wird. " +"Größere Werte lassen den Filter in die Sättigung gehen und nach außen " +"expandieren. Im Allgemeinen ist eine Änderung dieses Wertes nicht " +"erforderlich, da die Größe effizienter mit den **Stufen** angepasst werden " +"kann." msgid "The **Blend Mode** of the effect can also be changed:" -msgstr "Der **Mischmodus** des Effekts kann ebenfalls geändert werden:" +msgstr "Der **Blending-Modus** des Effekts kann ebenfalls geändert werden:" msgid "" "**Additive** is the strongest one, as it only adds the glow effect over the " "image with no blending involved. In general, it's too strong to be used, but " "can look good with low-intensity **Bloom** (produces a dream-like effect)." msgstr "" +"**Additiv** ist der stärkste, da er nur den Glow-Effekt über das Bild legt, " +"ohne dass Blending stattfindet. Im Allgemeinen ist er zu stark, um verwendet " +"zu werden, kann aber mit **Bloom** mit geringer Intensität gut aussehen " +"(erzeugt einen traumähnlichen Effekt)." msgid "" "**Screen** ensures glow never brightens more than itself and it works great " "as an all around." msgstr "" +"**Screen** sorgt dafür, dass das Glühen nie etwas stärker erhellt als es " +"selbst ist, und es funktioniert hervorragend als Allrounder." msgid "" "**Softlight** is the default and weakest one, producing only a subtle color " "disturbance around the objects. This mode works best on dark scenes." msgstr "" +"**Softlight** ist die Standardeinstellung und der schwächste Modus, der nur " +"eine subtile Farbstörung um die Objekte herum erzeugt. Dieser Modus " +"funktioniert am besten bei dunklen Szenen." msgid "" "**Replace** can be used to :ref:`blur the whole screen " "` or " "debug the effect. It only shows the glow effect without the image below." msgstr "" +"**Ersetzen** kann verwendet werden, um :ref:`den gesamten Bildschirm zu " +"verwischen " +"` oder " +"den Effekt zu debuggen. Es zeigt nur den Glow-Effekt ohne das unten stehende " +"Bild." msgid "" "**Mix** mixes the glow effect with the main image. This can be used for " @@ -880,17 +1279,31 @@ msgid "" "to Mix). High mix factor values will appear to darken the image unless " "**Bloom** is increased." msgstr "" +"**Mischen** mischt den Leuchteffekt mit dem Hauptbild. Dies kann für größere " +"kreative Freiheit genutzt werden. Der Mischfaktor wird über die Property " +"**Mischen** gesteuert, die oberhalb des Blending-Modus (nur wenn der " +"Blending-Modus auf Mischen eingestellt ist). Hohe Werte des Mischen-Faktors " +"scheinen das Bild abzudunkeln, es sei denn, **Bloom** wird erhöht." msgid "" "To change the glow effect size and shape, Godot provides **Levels**. Smaller " "levels are strong glows that appear around objects, while large levels are " "hazy glows covering the whole screen:" msgstr "" +"Um die Größe und Form des Leuchteffekts zu ändern, bietet Godot **Stufen** " +"an. Kleinere Stufen führen zu starkem Leuchten, das um Objekte herum " +"erscheint, während große Stufen ein trübes Leuchten darstellen, das den " +"gesamten Bildschirm bedeckt:Um die Größe und Form des Leuchteffekts zu " +"ändern, bietet Godot **Stufen** an. Kleinere Stufen führen zu starkem " +"Leuchten, das um Objekte herum erscheint, während große Stufen ein trübes " +"Leuchten darstellen, das den gesamten Bildschirm bedeckt:" msgid "" "The real strength of this system, though, is to combine levels to create " "more interesting glow patterns:" msgstr "" +"Die eigentliche Stärke dieses Systems ist jedoch die Kombination von Ebenen, " +"um interessantere Glow-Muster zu erzeugen:" msgid "" "Finally, the glow effect can be controlled using a *glow map*, which is a " @@ -900,25 +1313,33 @@ msgid "" "an aspect ratio that matches your viewport's most common aspect ratio (such " "as 16:9) is recommended to avoid visible distortion." msgstr "" +"Schließlich kann der Glow-Effekt mit einer *Glow-Map* gesteuert werden, " +"einer Textur, die bestimmt, wie hell der Glow auf jedem Teil des Bildschirms " +"sein soll. Diese Textur kann optional eingefärbt werden, um den Glow-Effekt " +"in der Farbe der Glow-Map zu färben. Die Textur wird so gestreckt, dass sie " +"in das Ansichtsfenster passt. Um sichtbare Verzerrungen zu vermeiden, " +"empfiehlt es sich, ein Seitenverhältnis zu wählen, das dem gängigen " +"Seitenverhältnis des Ansichtsfensters entspricht (z.B. 16:9)." msgid "There are 2 main use cases for a glow map texture:" -msgstr "" +msgstr "Es gibt 2 Hauptanwendungsfälle für eine Glow-Map-Textur:" msgid "Create a \"lens dirt\" effect using a dirt pattern texture." msgstr "" +"Erstellen eines \"Linsenschmutz\"-Effekts mit einer Schmutzmustertextur." msgid "" "Make glow less strong on specific parts of the screen by using a gradient " "texture." msgstr "" +"Verwenden einer Gradienten-Textur, um den Glow in bestimmten Bereichen des " +"Bildschirms weniger stark zu machen." -#, fuzzy msgid "Using glow in 2D" -msgstr "Nutzung von RigidBody2D" +msgstr "Verwendung von Glow in 2D" -#, fuzzy msgid "There are 2 ways to use glow in 2D:" -msgstr "Es gibt viele Möglichkeiten, den Hintergrund festzulegen:" +msgstr "Es gibt 2 Möglichkeiten, Glow in 2D zu verwenden:" msgid "" "Since Godot 4.2, you can enable HDR for 2D rendering when using the Forward+ " @@ -928,16 +1349,28 @@ msgid "" "RAW mode in the color picker). Enabling HDR can also reduce banding in the " "2D rendering output." msgstr "" +"Seit Godot 4.2 können Sie HDR für das 2D-Rendering aktivieren, wenn Sie die " +"Rendering-Methoden Forward+ und Mobile verwenden. Dies geht zwar zu Lasten " +"der Performance, ermöglicht aber einen größeren Dynamikbereich. Außerdem " +"können Sie so steuern, welche Objekte mit ihren individuellen " +"**Modulieren**- oder **Selbstmodulieren**-Propertys mittels Glow leuchten " +"(verwenden Sie den RAW-Modus in der Farbauswahl). Die Aktivierung von HDR " +"kann auch die Streifenbildung in der 2D-Rendering-Ausgabe reduzieren." msgid "" "To enable HDR in 2D, open the Project Settings, enable **Rendering > " "Viewport > HDR 2D** then restart the editor." msgstr "" +"Um HDR in 2D zu aktivieren, öffnen Sie die Projekteinstellungen, aktivieren " +"Sie **Rendern > Viewport > HDR 2D** und starten Sie den Editor neu." msgid "" "If you want to maximize performance, you can leave HDR disabled for 2D " "rendering. However, you will have less control on which objects glow." msgstr "" +"Wenn Sie die Performance maximieren möchten, können Sie HDR für das 2D-" +"Rendering deaktiviert lassen. Allerdings haben Sie dann weniger Kontrolle " +"darüber, welche Objekte mit Glow leuchten." msgid "" "Enable glow, set the environment background mode to **Canvas** then decrease " @@ -947,6 +1380,13 @@ msgid "" "using the **Background > Canvas Max Layer** property of the Environment " "resource." msgstr "" +"Aktivieren Sie Glow, setzen Sie den Environment-Hintergrundmodus auf " +"**Canvas** und verringern Sie die **Glow HDR Schwelle**, so dass Pixel, die " +"nicht zu hell sind, trotzdem leuchten. Um Glow von UI-Elementen zu " +"verhindern, machen Sie sie zu Child-Nodes eines Nodes :ref:" +"`class_CanvasLayer`. Mit der Property **Hintergrund > Max. Canvas-Ebene** " +"der Environment-Ressource können Sie steuern, welche Ebenen vom Glow " +"betroffen sind." msgid "Example of using glow in a 2D scene" msgstr "Beispiel für die Verwendung von Glow in einer 2D-Szene" @@ -956,6 +1396,9 @@ msgid "" "bullet have their **Modulate** property increased to overbright values using " "the RAW mode in the color picker." msgstr "" +"Beispiel für die Verwendung von Glow in einer 2D-Szene. HDR 2D ist " +"aktiviert, und die **Modulieren**-Property der Münzen und der Kugel wurde " +"mithilfe des RAW-Modus in der Farbpalette auf überhelle Werte erhöht." msgid "" "The 2D renderer renders in linear color space if the **Rendering > Viewport " @@ -963,15 +1406,23 @@ msgid "" "for uniform samplers that are used as color input in ``canvas_item`` " "shaders. If this is not done, the texture will appear washed out." msgstr "" +"Der 2D-Renderer rendert im linearen Farbraum, wenn die Projekteinstellung " +"**Rendern > Viewport > HDR 2D** aktiviert ist. Daher muss ``source_color`` " +"auch für Uniform-Sampler verwendet werden, die als Farbeingabe in " +"``canvas_item``-Shadern eingesetzt werden. Wenn dies nicht gemacht wird, " +"wird die Textur verwaschen erscheinen." msgid "" "If 2D HDR is disabled, ``source_color`` will keep working correctly in " "``canvas_item`` shaders, so it's recommend to use it when relevant either " "way." msgstr "" +"Wenn 2D HDR deaktiviert ist, wird ``source_color`` weiterhin korrekt in " +"``canvas_item``-Shadern funktionieren, daher ist es empfehlenswert, es so " +"oder so zu verwenden, wenn es relevant ist." msgid "Using glow to blur the screen" -msgstr "" +msgstr "Verwischen des Bildschirms mit Glow" msgid "" "Glow can be used to blur the whole viewport, which is useful for background " @@ -982,9 +1433,18 @@ msgid "" "affected by this blurring effect using the **Background > Canvas Max Layer** " "property of the Environment resource." msgstr "" +"Glow kann verwendet werden, um den gesamten Viewport unscharf zu machen, was " +"für die Hintergrundunschärfe nützlich ist, wenn ein Menü geöffnet ist. Nur " +"das 3D-Rendering wird davon betroffen sein, es sei denn, der " +"Hintergrundmodus der Environment ist auf **Canvas** eingestellt. Um zu " +"verhindern, dass UI-Elemente bei Verwendung des Canvas-Hintergrundmodus " +"unscharf werden, machen Sie sie zu Child-Nodes eines :ref:" +"`class_CanvasLayer`-Nodes. Mit der Property **Hintergrund > Max. Canvas-" +"Ebene** der Environment-Ressource können Sie steuern, welche Ebenen von " +"diesem Unschärfeeffekt betroffen sind." msgid "To use glow as a blurring solution:" -msgstr "" +msgstr "Glow als Blur-Lösung verwenden:" msgid "" "Enable **Normalized** and adjust levels according to preference. Increasing " @@ -993,15 +1453,25 @@ msgid "" "``0.0``, but this is not required. Note that the final appearance will vary " "depending on viewport resolution." msgstr "" +"Aktivieren Sie **Normalisiert** und passen Sie die Werte nach Ihren Wünschen " +"an. Je höher der Level-Index, desto unschärfer das Bild. Es wird empfohlen, " +"einen einzelnen Glow-Level auf ``1.0`` zu belassen und alle anderen Glow-" +"Level auf ``0.0`` zu belassen, aber dies ist nicht erforderlich. Beachten " +"Sie, dass das endgültige Aussehen von der Auflösung des Ansichtsfensters " +"abhängt." msgid "Set **Intensity** to ``1.0`` and **Bloom** to ``1.0``." -msgstr "" +msgstr "Setzen Sie **Intensität** auf ``1.0`` und **Bloom** auf ``1.0``." msgid "Set the blend mode to **Replace** and **HDR Luminance Cap** to ``1.0``." msgstr "" +"Setzen Sie den Blending-Modus auf **Ersetzen** und **HDR-" +"Luminanzobergrenze** auf ``1,0``." msgid "Example of using glow to blur the 2D rendering in the menu's background" msgstr "" +"Beispiel für die Verwendung von Glow, um das 2D-Rendering im Hintergrund des " +"Menüs zu verwischen" msgid "Adjustments" msgstr "Anpassungen" @@ -1010,22 +1480,22 @@ msgid "" "At the end of processing, Godot offers the possibility to do some standard " "image adjustments." msgstr "" -"Am Ende der Verarbeitung bietet Godot die Möglichkeit, einige Standard-" +"Am Ende der Verarbeitung bietet Godot die Möglichkeit, einige Default-" "Bildanpassungen vorzunehmen." msgid "**Basic BCS adjustments**" -msgstr "" +msgstr "**Grundlegende BCS-Anpassungen**" -#, fuzzy msgid "" "The first adjustment is being able to change the typical **Brightness**, " "**Contrast**, and **Saturation** properties:" msgstr "" -"Der erste besteht darin, die typische Helligkeit, den Kontrast und die " -"Sättigung zu ändern:" +"Die erste Anpassung ist die Möglichkeit, die üblichen Eigenschaften " +"**Helligkeit**, **Kontrast** und **Sättigung** (Brightness, Contrast, " +"Saturation oder kurz BCS) zu ändern:" msgid "**Color correction using a 1D gradient**" -msgstr "**Farbkorrektur unter Verwendung eines 1D-Farbverlaufs**" +msgstr "**Farbkorrektur unter Verwendung eines 1D-Farbgradienten**" msgid "" "The second adjustment is by supplying a color correction gradient. This can " @@ -1035,21 +1505,23 @@ msgid "" "image, whereas the rightmost part of the gradient represents white in the " "source image." msgstr "" +"Die zweite Anpassung erfolgt durch die Bereitstellung eines " +"Farbkorrekturgradienten. Dazu kann der Property **Farbkorrektur** eine " +"GradientTexture1D-Ressource zugewiesen oder eine Textur mit einem " +"horizontalen Farbgradienten geladen werden. Der linke Teil des " +"Farbgradienten steht für Schwarz im Quellbild, während der rechte Teil des " +"Farbgradienten für Weiß im Quellbild steht." -#, fuzzy msgid "" "A linear black-to-white gradient like the following one will produce no " "effect:" -msgstr "" -"Die zweite Möglichkeit besteht darin, einen Farbkorrekturgradienten " -"bereitzustellen. Ein normaler Schwarz-Weiß-Farbverlauf wie der folgende " -"erzeugt keinen Effekt:" +msgstr "Ein linearer Schwarz-Weiß-Gradient wie der folgende hat keine Wirkung:" msgid "" "But creating custom ones will allow to map each channel to a different color:" msgstr "" -"Wenn Sie jedoch benutzerdefinierte Kanäle erstellen, können Sie jeden Kanal " -"einer anderen Farbe zuordnen:" +"Die Erstellung von benutzerdefinierten Gradienten ermöglicht es jedoch, " +"jedem Farbkanal eine andere Farbe zuzuordnen:" msgid "**Color correction using a 3D LUT**" msgstr "**Farbkorrektur mit einer 3D-LUT**" @@ -1063,11 +1535,22 @@ msgid "" "17×17×17, 33×33×33, 51×51×51 or 65×65×65 (the odd size allows for better " "interpolation)." msgstr "" +"Zur Farbkorrektur kann auch eine 3D-Look-up-Textur (LUT) verwendet werden. " +"Dabei handelt es sich um eine spezielle Textur, mit der die einzelnen " +"Farbkanäle (rot, grün, blau) getrennt voneinander verändert werden können. " +"Dieses Bild kann eine beliebige Auflösung haben, aber da es sich bei der " +"Farbkorrektur um niederfrequente Daten handelt, wird aus Performance-Gründen " +"empfohlen, bei niedrigen Auflösungen zu bleiben. Die Auflösung einer LUT-" +"Textur beträgt normalerweise 17×17×17, 33×33×33, 51×51×51 oder 65×65×65 (die " +"ungerade Größe ermöglicht eine bessere Interpolation)." msgid "" "For this to work, the look-up texture's import mode must be set to Texture3D " "in the Import dock (instead of being imported as a regular Texture2D):" msgstr "" +"Damit dies funktioniert, muss der Importmodus der Look-up-Textur im Import-" +"Dock auf Texture3D gesetzt werden (anstatt als normale Texture2D importiert " +"zu werden):" msgid "" "Make sure to configure the number of horizontal and vertical slices to " @@ -1076,11 +1559,19 @@ msgid "" "imported by double-clicking it, in the FileSystem dock, then going to the " "inspector to flip through the texture's layers." msgstr "" +"Stellen Sie sicher, dass Sie auch die Anzahl der zu importierenden " +"horizontalen und vertikalen Slices konfigurieren. Wenn Sie dies nicht tun, " +"wirkt sich die LUT-Textur bei der Verwendung nicht korrekt auf den Viewport " +"aus. Sie können in der Vorschau sehen, wie die 3D-Textur importiert wurde, " +"indem Sie im Dateisystem-Dock darauf doppelklicken und dann den Inspektor " +"aufrufen, um die Ebenen der Textur durchzublättern." msgid "" "You can use this neutral 33×33×33 LUT template as a base (right-click and " "choose **Save as…**):" msgstr "" +"Sie können diese neutrale 33×33×33 LUT-Vorlage als Basis verwenden (klicken " +"Sie mit der rechten Maustaste und wählen Sie **Speichern unter...**):" msgid "" "With the above LUT template, after changing its import mode to " @@ -1089,6 +1580,11 @@ msgid "" "Correction** property, you won't see any visible difference for now since " "this texture is designed to be a neutral starting point." msgstr "" +"Nachdem Sie den Importmodus der obigen LUT-Vorlage auf **Textur3D** geändert " +"haben, setzen Sie die Anzahl der **Horizontal**-Slices im Import-Dock auf " +"``33`` und klicken Sie auf **Neuimport**. Wenn Sie diese LUT in die Property " +"**Farbkorrektur** laden, werden Sie zunächst keinen sichtbaren Unterschied " +"feststellen, da diese Textur als neutraler Ausgangspunkt gedacht ist." msgid "" "This LUT template can be modified in an image editor to provide a different " @@ -1098,73 +1594,105 @@ msgid "" "saved and applied to the game engine to perform the same color correction in " "real-time." msgstr "" +"Diese LUT-Vorlage kann in einem Bildbearbeitungsprogramm geändert werden, um " +"dem Bild eine andere Stimmung zu verleihen. Ein üblicher Workflow besteht " +"darin, das LUT-Bild neben einem Screenshot des 3D-Ansichtsfensters des " +"Projekts zu platzieren und dann einen Bildeditor zu verwenden, um sowohl das " +"LUT-Bild als auch den Screenshot gleichzeitig zu ändern. Die LUT kann dann " +"gespeichert und auf die Spiel-Engine angewendet werden, um die gleiche " +"Farbkorrektur in Echtzeit durchzuführen." msgid "" "For example, modifying the LUT template in an image editor to give it a " "\"sepia\" look results in the image on the right:" msgstr "" +"Wenn Sie z.B. die LUT-Vorlage in einem Bildbearbeitungsprogramm ändern, um " +"ihr einen \"Sepia\"-Look zu verleihen, erhalten Sie das rechts abgebildete " +"Bild:" msgid "" "Adjustments and color correction are applied *after* tonemapping. This means " "the tonemapping properties defined above still have an effect when " "adjustments are enabled." msgstr "" +"Anpassungen und Farbkorrekturen werden *nach* dem Tonemapping angewendet. " +"Das bedeutet, dass die oben definierten Tonemapping-Propertys auch bei " +"aktivierten Anpassungen wirksam sind." -#, fuzzy msgid "Camera attribute options" -msgstr "Vertex-Attribute" +msgstr "Optionen für Kamera-Attribute" msgid "Depth of Field / Far Blur" -msgstr "Schärfentiefe/Ferne Unschärfe" +msgstr "Schärfentiefe / Fernunschärfe" msgid "" "This effect simulates focal distance on cameras. It blurs objects behind a " "given range. It has an initial **Distance** with a **Transition** region (in " "world units):" msgstr "" +"Dieser Effekt simuliert die Brennweite von Kameras. Er macht Objekte hinter " +"einem bestimmten Bereich unscharf. Er hat eine anfänglichen **Distanz** mit " +"einem **Übergangsbereich** (in Welteinheiten):" msgid "" "The **Amount** parameter controls the amount of blur. For larger blurs, " "tweaking the depth of field quality in the advanced project settings may be " "needed to avoid artifacts." msgstr "" +"Der Parameter **Menge** steuert die Stärke der Unschärfe. Bei größeren " +"Unschärfen kann es erforderlich sein, die Qualität der Schärfentiefe in den " +"erweiterten Projekteinstellungen zu optimieren, um Artefakte zu vermeiden." msgid "Depth of Field / Near Blur" -msgstr "Schärfentiefe/Nahe Unschärfe" +msgstr "Schärfentiefe / Nahunschärfe" msgid "" "This effect simulates focal distance on cameras. It blurs objects close to " "the camera (acts in the opposite direction as far blur). It has an initial " "**Distance** with a **Transition** region (in world units):" msgstr "" +"Dieser Effekt simuliert die Brennweite von Kameras. Er macht Objekte in der " +"Nähe der Kamera unscharf (wirkt in die entgegengesetzte Richtung wie die " +"Fernunschärfe). Er hat eine anfängliche **Distanz** mit einer " +"**Übergangsbereich** (in Welteinheiten):" msgid "" "The **Amount** parameter controls the amount of blur. For larger blurs, " "tweaking the **Quality** may be needed in order to avoid artifacts." msgstr "" +"Der Parameter **Menge** steuert die Stärke der Unschärfe. Bei größeren " +"Unschärfen kann eine Anpassung der **Qualität** erforderlich sein, um " +"Artefakte zu vermeiden." msgid "" "It is common to use both blurs together to focus the viewer's attention on a " "given object, or create a so-called `\"tilt shift\" effect `__." msgstr "" +"Es ist üblich, beide Unschärfen zusammen zu verwenden, um die Aufmerksamkeit " +"des Betrachters auf ein bestimmtes Objekt zu lenken oder einen sogenannten " +"`\"Tilt-Shift\"-Effekt `__ " +"zu erzeugen." msgid "" "When using CameraAttributesPhysical instead of CameraAttributesPractical, " "depth of field is automatically computed from the camera attributes' focus " "distance, focal length, and aperture." msgstr "" +"Bei Verwendung von CameraAttributesPhysical anstelle von " +"CameraAttributesPractical wird die Schärfentiefe automatisch aus dem " +"Fokusabstand, der Brennweite und der Blende der Kameraattribute berechnet." -#, fuzzy msgid "Exposure" -msgstr "Exportieren" +msgstr "Belichtung" msgid "" "This multiplies the overall scene brightness visible from the camera. Higher " "values result in a visually brighter scene." msgstr "" +"Damit wird die von der Kamera sichtbare Gesamthelligkeit der Szene " +"multipliziert. Höhere Werte führen zu einer visuell helleren Szene." -#, fuzzy msgid "Auto Exposure" msgstr "Automatische Belichtung" @@ -1176,12 +1704,24 @@ msgid "" "exposure simulates the camera (or eye) in an effort to adapt between light " "and dark locations and their different amounts of light." msgstr "" +"Obwohl Beleuchtung und Texturierung in den meisten Fällen stark vom Designer " +"gesteuert werden, unterstützt Godot eine grundlegende Implementierung eines " +"hohen Dynamikbereichs mit dem automatischen Belichtungsmechanismus. Dies " +"wird im Allgemeinen verwendet, um den Realismus zu erhöhen, wenn " +"Innenbereiche mit wenig Licht und hellen Außenbereichen kombiniert werden. " +"Die automatische Belichtung simuliert die Kamera (oder das Auge) in dem " +"Bemühen, sich zwischen hellen und dunklen Orten und deren unterschiedlichen " +"Lichtmengen anzupassen." msgid "" "Auto exposure needs to evaluate the scene's brightness every frame, which " "has a moderate performance cost. Therefore, it's recommended to leave Auto " "Exposure disabled if it doesn't make much of a difference in your scene." msgstr "" +"Die automatische Belichtung muss die Helligkeit der Szene bei jedem Bild neu " +"bewerten, was mit einem moderaten Performance-Aufwand verbunden ist. Daher " +"empfiehlt es sich, die automatische Belichtung zu deaktivieren, wenn sie in " +"Ihrer Szene keinen großen Unterschied macht." msgid "" "The simplest way to use auto exposure is to make sure outdoor lights (or " @@ -1191,6 +1731,14 @@ msgid "" "directional light. Normally, values between 3.0 and 6.0 are enough to " "simulate indoor-outdoor conditions." msgstr "" +"Der einfachste Weg, die automatische Belichtung zu verwenden, besteht darin, " +"sicherzustellen, dass die Außenbeleuchtung (oder andere starke Lichter) eine " +"Energie von über 1,0 hat. Dies geschieht durch Anpassung ihres **Energie**-" +"Multiplikators (auf dem Licht selbst). Um die Konsistenz zu gewährleisten, " +"muss der **Himmel** in der Regel auch den Energiemultiplikator verwenden, um " +"mit dem gerichteten Licht übereinzustimmen. Normalerweise sind Werte " +"zwischen 3,0 und 6,0 ausreichend, um Innen- und Außenbedingungen zu " +"simulieren." msgid "" "By combining Auto Exposure with :ref:" @@ -1198,16 +1746,25 @@ msgid "" "over the tonemap **White** will bleed to the glow buffer, creating the " "typical bloom effect in photography." msgstr "" +"Durch die Kombination von automatischer Belichtung mit der Post-Processing :" +"ref:`doc_environment_and_post_processing_glow` werden Pixel, die über die " +"Tonemap **Weiß** hinausgehen, in den Glow-Puffer übergehen, wodurch der für " +"die Fotografie typische Bloom-Effekt entsteht." msgid "" "The user-controllable values in the Auto Exposure section come with sensible " "defaults, but you can still tweak them:" msgstr "" +"Für die vom Benutzer einstellbaren Werte im Abschnitt \"Automatische " +"Belichtung\" gibt es sinnvolle Standardwerte, aber Sie können sie dennoch " +"anpassen:" msgid "" "**Scale:** Value to scale the lighting. Higher values produce brighter " "images, and lower values produce darker ones." msgstr "" +"**Skalierung:** Wert zur Skalierung der Beleuchtung. Höhere Werte erzeugen " +"hellere Bilder, niedrigere Werte dunklere Bilder." msgid "" "**Min Sensitivity / Min Exposure Value:** Minimum luminance that auto " @@ -1215,18 +1772,30 @@ msgid "" "CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical). " "Luminance is the average of the light in all the pixels of the screen." msgstr "" +"**Min. Empfindlichkeit / Min. Belichtungswert:** Minimale Leuchtdichte als " +"Ziel der automatischen Belichtung abzielt (in ISO, wenn " +"CameraAttributesPractical verwendet wird, oder in EV100, wenn " +"CameraAttributesPhysical verwendet wird). Die Luminanz ist der Durchschnitt " +"des Lichts in allen Pixeln des Bildschirms." msgid "" "**Max Sensitivity / Max Exposure Value:** Maximum luminance that auto " "exposure will aim to adjust for (in ISO when using " "CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical)." msgstr "" +"**Max. Empfindlichkeit / Max. Belichtungswert:** Maximale Leuchtdichte, als " +"Ziel der automatischen Belichtung (in ISO, wenn CameraAttributesPractical " +"verwendet wird, oder in EV100, wenn CameraAttributesPhysical verwendet wird)." msgid "" "**Speed:** Speed at which luminance corrects itself. The higher the value, " "the faster luminance correction happens. High values may be more suited to " "fast-paced games, but can be distracting in some scenarios." msgstr "" +"**Geschwindigkeit:** Geschwindigkeit, mit der sich die Leuchtdichte " +"korrigiert. Je höher der Wert, desto schneller erfolgt die " +"Luminanzkorrektur. Hohe Werte eignen sich besser für rasante Spiele, können " +"aber in manchen Szenarien ablenken." msgid "" "When using CameraAttributesPractical, exposure is set using *sensitivity* " @@ -1235,11 +1804,20 @@ msgid "" "In real life, daytime photography generally uses ISO values between 100 and " "800." msgstr "" +"Bei der Verwendung von CameraAttributesPractical wird die Belichtung anhand " +"der in ISO definierten *Empfindlichkeit* und nicht anhand eines " +"Belichtungswerts in EV100 eingestellt. Typische ISO-Werte liegen zwischen 50 " +"und 3200, wobei höhere Werte zu einer höheren Endbelichtung führen. In der " +"Praxis werden bei Tageslichtaufnahmen in der Regel ISO-Werte zwischen 100 " +"und 800 verwendet." msgid "" "See :ref:`doc_physical_light_and_camera_units` if you wish to use real world " "units to configure your camera's exposure, field of view and depth of field." msgstr "" +"Siehe :ref:`doc_physical_light_and_camera_units`, wenn Sie reale Einheiten " +"zur Konfiguration der Belichtung, des Sichtfelds und der Schärfentiefe Ihrer " +"Kamera verwenden möchten." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po index 2c8a00b7a4..1465aa043e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,9 +20,8 @@ msgstr "" msgid "Faking global illumination" msgstr "Vortäuschen von Global Illumination" -#, fuzzy msgid "Why fake global illumination?" -msgstr "Was macht eine gute Dokumentation aus?" +msgstr "Warum Global Illumination vortäuschen?" msgid "" "Godot provides several global illumination (GI) techniques, all with their " @@ -31,21 +30,33 @@ msgid "" "reasons for using a \"handmade\" approach to global illumination instead of " "VoxelGI, SDFGI or baked lightmaps:" msgstr "" +"Godot bietet mehrere Global Illumination (GI)-Methoden an, die alle ihre " +"Vor- und Nachteile haben. Nichtsdestotrotz ist es möglich, alle GI-Methoden " +"zu vermeiden und stattdessen einen handgemachten Ansatz zu verwenden. Es " +"gibt einige Gründe für die Verwendung eines \"handgemachten\" Ansatzes zur " +"Global Illumination anstelle von VoxelGI, SDFGI oder gebackenen Lightmaps:" msgid "" "You need to have good rendering performance, but can't afford going through " "a potentially cumbersome lightmap baking process." msgstr "" +"Sie benötigen eine gute Performance beim Rendern, können es sich aber nicht " +"leisten, einen potenziell umständlichen Prozess zum Backen von Lightmaps zu " +"durchlaufen." msgid "" "You need an approach to GI that is fully real-time *and* works in " "procedurally generated levels." msgstr "" +"Sie brauchen einen Ansatz für GI, der vollständig in Echtzeit *und* in " +"prozedural generierten Levels funktioniert." msgid "" "You need an approach to GI that is fully real-time *and* does not suffer " "from significant light leaks." msgstr "" +"Sie brauchen einen Ansatz für GI, der vollständig in Echtzeit funktioniert " +"*und* nicht unter signifikanten Lichtlecks leidet." msgid "" "The approaches described below only cover indirect diffuse lighting, not " @@ -53,12 +64,20 @@ msgid "" "which are usually cheap enough to be used in conjunction with this fake GI " "approach." msgstr "" +"Die unten beschriebenen Ansätze decken nur die indirekte diffuse Beleuchtung " +"ab, nicht die spiegelnde Beleuchtung. Für spiegelnde Beleuchtung, erwägen " +"Sie die Verwendung von ReflectionProbes, die in der Regel billig genug sind, " +"um in Verbindung mit diesem vorgetäuschten GI-Ansatz verwendet werden." msgid "" "Not sure if faking global illumination with lights is suited to your needs? " "See :ref:`doc_introduction_to_global_illumination_comparison` for a " "comparison of GI techniques available in Godot 4." msgstr "" +"Sie sind sich nicht sicher, ob das Vortäuschen von Global Illumination mit " +"Lichtern für Ihre Bedürfnisse geeignet ist? Unter :ref:" +"`doc_introduction_to_global_illumination_comparison` finden Sie einen " +"Vergleich der in Godot 4 verfügbaren GI-Methoden." msgid "Faking DirectionalLight3D global illumination" msgstr "Vortäuschen von DirectionalLight3D-Global Illumination" @@ -69,43 +88,61 @@ msgid "" "a GI technique, this light would be reflected on solid surfaces and would " "bounce back on most outdoors shaded surfaces." msgstr "" +"Während der Himmel seine eigene gerichtete Beleuchtung liefert, strahlt der " +"Haupt-DirectionalLight3D-Node der Szene normalerweise eine große Menge Licht " +"aus. Bei Verwendung einer GI-Technik würde dieses Licht an festen " +"Oberflächen reflektiert und an den meisten schattierten Oberflächen im " +"Freien zurückgeworfen werden." -#, fuzzy msgid "" "We can fake this by adding a second DirectionalLight3D node with the " "following changes:" msgstr "" -"Wir können das auch in der Grafik sehen, hier beginnt der zweite Vektor an " -"Ende des ersten:" +"Wir können dies vortäuschen, indem wir einen zweiten DirectionalLight3D-Node " +"mit den folgenden Änderungen hinzufügen:" msgid "" "Rotate the light by 180 degrees. This allows it to represent lighting " "bounced by the main DirectionalLight3D node." msgstr "" +"Rotieren Sie das Licht um 180 Grad. Dadurch kann es die vom Haupt-" +"DirectionalLight3D-Node zurückgeworfene Beleuchtung darstellen." msgid "" "Set **Shadows** to **Off**. This reduces the secondary light's performance " "burden while also allowing shaded areas to receive *some* lighting (which is " "what we want here)." msgstr "" +"Setzen Sie **Schatten** auf **Aus**. Dies reduziert die Performance der " +"sekundären Lichtquelle und ermöglicht gleichzeitig, dass schattige Bereiche " +"*einigermaßen* beleuchtet werden (was wir hier wollen)." msgid "" "Set **Energy** to 10-40% of the original value. There is no \"perfect\" " "value, so experiment with various energy values depending on the light and " "your typical material colors." msgstr "" +"Stellen Sie **Energie** auf 10-40 % des ursprünglichen Wertes ein. Es gibt " +"keinen \"perfekten\" Wert, experimentieren Sie also mit verschiedenen " +"Energiewerten, je nach Licht und Ihren typischen Materialfarben." msgid "" "Set **Specular** to ``0.0``. Indirect lighting shouldn't emit visible " "specular lobes, so we need to disable specular lighting entirely for the " "secondary light." msgstr "" +"Setzen Sie **Specular** auf ``0.0``. Indirekte Beleuchtung sollte keine " +"sichtbaren spiegelnden Flecken erzeugen, daher müssen wir die spiegelnde " +"Beleuchtung für das sekundäre Licht vollständig deaktivieren." msgid "" "This approach works best in scenes that are mostly outdoors. When going " "indoors, the secondary DirectionalLight3D's light will still be visible as " "this light has shadows disabled." msgstr "" +"Dieser Ansatz funktioniert am besten in Szenen, die hauptsächlich im Freien " +"stattfinden. In Innenräumen wird das Licht des sekundären DirectionalLight3D " +"immer noch sichtbar sein, da bei diesem Licht die Schatten deaktiviert sind." msgid "" "This can be worked around by smoothly decreasing the secondary " @@ -113,9 +150,13 @@ msgid "" "opposite when leaving the indoor area). For instance, this can be achieved " "using an Area3D node and AnimationPlayer." msgstr "" +"Dies kann umgangen werden, indem die Energie des sekundären " +"DirectionalLight3D beim Betreten eines Innenbereichs sanft verringert wird " +"(und beim Verlassen des Innenbereichs das Gegenteil geschieht). Dies kann " +"zum Beispiel mit einem Area3D-Node und AnimationPlayer erreicht werden." msgid "Faking positional light global illumination" -msgstr "Vortäuschen von Positional Light-Global Illumination" +msgstr "Vortäuschen von Positionslicht-Global Illumination" msgid "" "It's possible to follow the same approach as DirectionalLight3D for " @@ -123,6 +164,10 @@ msgid "" "more manual work as this operation needs to be repeated for every positional " "light node in the scene to look good." msgstr "" +"Es ist möglich, den gleichen Ansatz wie DirectionalLight3D für " +"Positionslichter (OmniLight3D und SpotLight3D) zu verfolgen. Dies erfordert " +"jedoch mehr manuelle Arbeit, da dieser Vorgang für jeden Node mit " +"Positionslicht in der Szene wiederholt werden muss, um gut auszusehen." msgid "" "In an ideal scenario, additional OmniLight3Ds should be added at every " @@ -130,6 +175,11 @@ msgid "" "However, due to time constraints, this isn't always easily feasible " "(especially when performing procedural level generation)." msgstr "" +"Im Idealfall sollten zusätzliche OmniLight3Ds an jeder Stelle hinzugefügt " +"werden, an der eine signifikante Lichtmenge auf eine ausreichend helle " +"Oberfläche trifft. Aufgrund von Zeitbeschränkungen ist dies jedoch nicht " +"immer leicht durchführbar (insbesondere bei der prozeduralen Generierung von " +"Ebenen)." msgid "" "If you're in a hurry, you can place a secondary OmniLight3D node at the same " @@ -137,26 +187,40 @@ msgid "" "the main OmniLight3D node to make it easy to move and hide both nodes at the " "same time." msgstr "" +"Wenn Sie es eilig haben, können Sie einen sekundären OmniLight3D-Node an der " +"gleichen Position wie den Haupt-Node platzieren. Sie können diesen Node als " +"Child-Element des Haupt-OmniLight3D-Nodes hinzufügen, um das gleichzeitige " +"Verschieben und Ausblenden beider Nodes zu erleichtern." msgid "In the secondary OmniLight3D node, perform the following changes:" msgstr "" +"Nehmen Sie im sekundären OmniLight3D-Node die folgenden Änderungen vor:" msgid "" "Increase the light's **Range** by 25-50%. This allows the secondary light to " "lighten what was previously not lit by the original light." msgstr "" +"Erhöhen Sie die **Reichweite** des Lichts um 25-50%. Dadurch kann das " +"sekundäre Licht das erhellen, was zuvor nicht vom ursprünglichen Licht " +"erhellt wurde." msgid "" "Set **Energy** to 10-40% of the original value. There is no \"perfect\" " "value, so experiment with various energy values depending on the light and " "its surroundings." msgstr "" +"Stellen Sie **Energie** auf 10-40 % des ursprünglichen Wertes ein. Es gibt " +"keinen \"perfekten\" Wert, experimentieren Sie also je nach Licht und " +"Umgebung mit verschiedenen Energiewerten." msgid "" "Set **Specular** to 0. Indirect lighting shouldn't emit visible specular " "lobes, so we need to disable specular lighting entirely for the secondary " "light." msgstr "" +"Setzen Sie **Specular** auf 0. Indirekte Beleuchtung sollte keine sichtbaren " +"spiegelnden Flecken erzeugen, daher müssen wir die spiegelnde Beleuchtung " +"für das sekundäre Licht vollständig deaktivieren." msgid "" "For SpotLight3D, the same trick can be used. In this case, the secondary " @@ -164,6 +228,10 @@ msgid "" "be bounced. This is usually close to the SpotLight3D's primary impact " "location." msgstr "" +"Für SpotLight3D kann der gleiche Trick angewendet werden. In diesem Fall " +"sollte das sekundäre OmniLight3D so platziert werden, dass es dort " +"reflektiert wird, wo *das meiste* Licht zurückgeworfen wird. Dies ist " +"normalerweise in der Nähe des primären Auftreffpunkts des SpotLight3D." msgid "" "In the example below, a SpotLight3D node is used to light up the room's " @@ -172,6 +240,13 @@ msgid "" "lit up by light bouncing around. Using an OmniLight3D node positioned " "between the SpotLight3D's origin and the floor allows simulating this effect:" msgstr "" +"Im folgenden Beispiel wird ein SpotLight3D-Node verwendet, um den Boden des " +"Raumes zu beleuchten. Da jedoch keine indirekte Beleuchtung vorhanden ist, " +"bleibt der Rest des Raums völlig dunkel. Im wirklichen Leben würden die " +"Wände und die Decke des Raums durch das Licht beleuchtet werden, das von der " +"Umgebung reflektiert wird. Mit einem OmniLight3D-Node, der zwischen dem " +"Ursprung des SpotLight3D und dem Boden positioniert wird, kann dieser Effekt " +"simuliert werden:" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po index 5198385a79..5241fc432b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po index d97b247318..6e129838f0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,9 +20,8 @@ msgstr "" msgid "Introduction to global illumination" msgstr "Einführung in Global Illumination" -#, fuzzy msgid "What is global illumination?" -msgstr "Was macht eine gute Dokumentation aus?" +msgstr "Was ist Global Illumination?" msgid "" "*Global illumination* is a catch-all term used to describe a system of " @@ -33,6 +32,14 @@ msgid "" "behaves in real life, such as light bouncing on surfaces and light being " "emitted from emissive materials." msgstr "" +"*Global Illumination* (Globale Beleuchtung) ist ein Sammelbegriff für ein " +"Beleuchtungssystem, das sowohl direktes Licht (Licht, das direkt von einer " +"Lichtquelle kommt) als auch indirektes Licht (Licht, das von einer " +"Oberfläche abprallt) verwendet. In einer 3D-Render-Engine ist die globale " +"Beleuchtung eines der wichtigsten Elemente, um eine realistische Beleuchtung " +"zu erreichen. Mit der globalen Beleuchtung soll das Verhalten des Lichts in " +"der Realität nachgeahmt werden, z. B. Licht, das von Oberflächen " +"zurückgeworfen wird, und Licht, das von emittierenden Materialien ausgeht." msgid "" "In the example below, the entire scene is illuminated by an emissive " @@ -40,17 +47,25 @@ msgid "" "back is tinted red and green close to the walls, as the light bouncing on " "the colored walls is being reflected back onto the rest of the scene." msgstr "" +"Im folgenden Beispiel wird die gesamte Szene von einem emittierenden " +"Material beleuchtet (das weiße Quadrat oben). Die weiße Wand und die Decke " +"auf der Rückseite sind in der Nähe der Wände rot und grün eingefärbt, da das " +"an den farbigen Wänden auftreffende Licht auf den Rest der Szene " +"zurückgeworfen wird." msgid "Global illumination is composed of several key concepts:" msgstr "" +"Global Illumination setzt sich aus mehreren Schlüsselkonzepten zusammen:" msgid "Indirect diffuse lighting" -msgstr "" +msgstr "Indirekte diffuse Beleuchtung" msgid "" "This is the lighting that does not change depending on the camera's angle. " "There are two main sources of indirect diffuse lighting:" msgstr "" +"Dies ist die Beleuchtung, die sich je nach Kamerawinkel nicht verändert. Es " +"gibt zwei Hauptquellen für indirekte diffuse Beleuchtung:" msgid "" "Light *bouncing* on surfaces. This bounced lighting is multiplied with the " @@ -62,6 +77,16 @@ msgid "" "number of bounces will lead to more realistic light falloff in shaded areas, " "at the cost of lower performance or greater bake times." msgstr "" +"Licht, das von Oberflächen *abprallt*. Dieses zurückgeworfene Licht wird mit " +"der Albedofarbe des Materials multipliziert. Das abgeprallte Licht kann dann " +"von anderen Oberflächen reflektiert werden, wobei die Wirkung aufgrund der " +"Lichtabschwächung abnimmt. Im wirklichen Leben prallt das Licht unendlich " +"oft ab. Aus Performance-Gründen kann dies jedoch nicht in einer Spiel-Engine " +"simuliert werden. Stattdessen ist die Anzahl der Licht-Abprällen in der " +"Regel auf 1 oder 2 begrenzt (oder auf bis zu 16 beim Backen von Lightmaps). " +"Eine größere Anzahl von Abprällen führt zu einem realistischeren Lichtabfall " +"in schattierten Bereichen, allerdings auf Kosten einer geringeren " +"Performance oder längerer Bake-Zeiten." msgid "" "Emissive materials can also emit light that can be bounced on surfaces. This " @@ -69,18 +94,30 @@ msgid "" "point emit light using an OmniLight3D or SpotLight3D node, an area of a " "determined size will emit light using its own surface." msgstr "" +"Emissive Materialien können auch Licht ausstrahlen, das an Oberflächen " +"abprallt. Dies stellt eine Form der *Flächenbeleuchtung* dar. Anstatt einen " +"unendlich kleinen Punkt mit einem OmniLight3D oder SpotLight3D-Node zu " +"beleuchten, wird ein Bereich einer bestimmten Größe mit seiner eigenen " +"Oberfläche beleuchtet." msgid "" "Direct diffuse lighting is already handled by the light nodes themselves, " "which means that global illumination algorithms only try to represent " "indirect lighting." msgstr "" +"Direkte diffuse Beleuchtung wird bereits von den Licht-Nodes selbst " +"behandelt, was bedeutet, dass Global Illumination-Algorithmen nur versuchen, " +"indirekte Beleuchtung darzustellen." msgid "" "Different global illumination techniques offer varying levels of accuracy to " "represent indirect diffuse lighting. See the comparison table at the bottom " "of this page for more information." msgstr "" +"Verschiedene Global Illumination-Techniken bieten unterschiedliche " +"Genauigkeitsgrade bei der Darstellung von indirekter diffuser Beleuchtung. " +"In der Vergleichstabelle am Ende dieser Seite finden Sie weitere " +"Informationen." msgid "" "To provide more accurate ambient occlusion for small objects, screen-space " @@ -88,6 +125,11 @@ msgid "" "` settings. SSAO has a significant " "performance cost, so make sure to disable it when targeting low-end hardware." msgstr "" +"Um eine genauere Umgebungs-Occlusion für kleine Objekte zu ermöglichen, kann " +"die Screen-Space Ambient-Occlusion (SSAO) in den :ref:`Environment " +"`-Einstellungen aktiviert werden. SSAO " +"ist mit erheblichen Performance-Kosten verbunden, daher sollten Sie es " +"deaktivieren, wenn Sie Low-End-Hardware verwenden." msgid "" "Indirect diffuse lighting may be a source of color banding in scenes with no " @@ -96,15 +138,24 @@ msgid "" "`doc_3d_rendering_limitations_color_banding` section in the 3D rendering " "limitations documentation for ways to reduce this effect." msgstr "" +"Indirektes diffuses Licht kann in Szenen ohne detaillierte Texturen zu Color " +"Banding führen. Dies führt dazu, dass Lichtverläufe nicht gleichmäßig sind, " +"sondern stattdessen einen sichtbaren \"Treppeneffekt\" haben. Siehe den " +"Abschnitt :ref:`doc_3d_rendering_limitations_color_banding` in der " +"Dokumentation der 3D-Rendering-Einschränkungen für Möglichkeiten, um diesen " +"Effekt zu reduzieren." msgid "Specular lighting" -msgstr "Spiegelnde Beleuchtung" +msgstr "Specular Lighting" msgid "" "Specular lighting is also referred to as *reflections*. This is the lighting " "that changes in intensity depending on the camera's angle. This specular " "lighting can be *direct* or *indirect*." msgstr "" +"Specular Lighting wird auch als *Reflexionen* bezeichnet. Dabei handelt es " +"sich um die Beleuchtung, deren Intensität sich je nach Kamerawinkel ändert. " +"Dieses Specular Lighting kann *direkt* oder *indirekt* sein." msgid "" "Most global illumination techniques offer a way to render specular lighting. " @@ -112,6 +163,11 @@ msgid "" "varies greatly from technique to technique. See the comparison table at the " "bottom of this page for more information." msgstr "" +"Die meisten Global Illumination-Techniken bieten eine Möglichkeit zum " +"Rendern von Specular Lighting. Der Genauigkeitsgrad, mit dem das Specular " +"Lighting gerendert wird, ist jedoch von Technik zu Technik sehr " +"unterschiedlich. In der Vergleichstabelle am Ende dieser Seite finden Sie " +"weitere Informationen." msgid "" "To provide more accurate reflections for small objects, screen-space " @@ -120,21 +176,30 @@ msgid "" "performance cost (even more so than SSAO), so make sure to disable it when " "targeting low-end hardware." msgstr "" +"Um genauere Reflexionen für kleine Objekte zu erhalten, kann die Screen-" +"Space-Reflexion (SSR) in den :ref:`Environment " +"`-Einstellungen aktiviert werden. SSR " +"ist mit erheblichen Performance-Kosten verbunden (sogar noch mehr als SSAO), " +"daher sollten Sie es deaktivieren, wenn Sie Low-End-Hardware verwenden." -#, fuzzy msgid "Which global illumination technique should I use?" -msgstr "Welche Sprache soll verwendet werden?" +msgstr "Welche Global Illumination-Technik sollte ich verwenden?" msgid "" "When determining a global illumination (GI) technique to use, there are " "several criteria to keep in mind:" msgstr "" +"Bei der Auswahl einer Global Illumination (GI)-Technik sind mehrere " +"Kriterien zu beachten:" msgid "" "**Performance.** Real-time GI techniques are usually more expensive compared " "to semi-real-time or baked techniques. Note that most of the cost in GI " "rendering is spent on the GPU, rather than the CPU." msgstr "" +"**Performance.** Echtzeit-GI-Techniken sind in der Regel teurer als Semi-" +"Echtzeit- oder Back-Techniken. Beachten Sie, dass der Großteil der Kosten " +"beim GI-Rendering auf der GPU und nicht auf der CPU anfällt." msgid "" "**Visuals.** On top of not performing the best, real-time GI techniques " @@ -143,6 +208,12 @@ msgid "" "easily noticeable. If maximizing visual quality is your goal, baked " "techniques will often look better and will result in fewer light leaks." msgstr "" +"**Grafikdarstellung.** Abgesehen davon, dass die Performance nicht die beste " +"ist, bieten Echtzeit-GI-Techniken im Allgemeinen auch nicht die beste " +"visuelle Ausgabe. Dies ist vor allem in einer überwiegend statischen Szene " +"der Fall, in der die dynamische Natur der Echtzeit-GI nicht leicht zu " +"erkennen ist. Wenn die Maximierung der visuellen Qualität Ihr Ziel ist, " +"sehen gebackene Techniken oft besser aus und führen zu weniger Lichtlecks." msgid "" "**Real-time ability.** Some GI techniques are fully real-time, whereas " @@ -154,27 +225,42 @@ msgid "" "near emissive surfaces). Real-time ability also affects the GI technique's " "viability in procedurally generated levels." msgstr "" +"**Echtzeitfähigkeit** Einige GI-Techniken sind vollständig echtzeitfähig, " +"während andere nur semi-echtzeitfähig oder überhaupt nicht echtzeitfähig " +"sind. Semi-Echtzeit-Techniken haben Einschränkungen, die bei vollständig " +"Echtzeit-Techniken nicht gegeben sind. So können dynamische Objekte " +"beispielsweise keine emittierende Beleuchtung zur Szene beitragen. Nicht-" +"Echtzeit-Techniken unterstützen *keine* Form von dynamischem GI, so dass es " +"bei Bedarf mit anderen Techniken vorgetäuscht werden muss (z.B. durch " +"Platzierung von Positionslichtern in der Nähe von emittierenden " +"Oberflächen). Die Echtzeitfähigkeit wirkt sich auch auf die Realisierbarkeit " +"der GI-Technik in prozedural generierten Levels aus." msgid "" "**User work needed.** Some GI techniques are fully automatic, whereas others " "require careful planning and manual work on the user's side. Depending on " "your time budget, some GI techniques may be preferable to others." msgstr "" +"*Aufwand für den Benutzer.* Einige GI-Techniken sind vollautomatisch, " +"während andere eine sorgfältige Planung und manuelle Arbeit auf Seiten des " +"Benutzers erfordern. Je nach Ihrem Zeitbudget sind einige GI-Techniken " +"anderen vorzuziehen." msgid "" "Here's a comparison of all the global illumination techniques available in " "Godot:" msgstr "" +"Hier finden Sie einen Vergleich aller in Godot verfügbaren Global " +"Illumination-Techniken:" msgid "Performance" -msgstr "Leistung" +msgstr "Performance" msgid "In order of performance from fastest to slowest:" -msgstr "" +msgstr "In der Reihenfolge der Performance vom Schnellsten zum Langsamsten:" -#, fuzzy msgid "**ReflectionProbe:**" -msgstr "**Reflexionen:**" +msgstr "**ReflectionProbe:**" msgid "" "ReflectionProbes with their update mode set to **Always** are much more " @@ -183,10 +269,15 @@ msgid "" "*Available when using the Forward Mobile backend. Will be available in the " "Compatibility backend in later releases.*" msgstr "" +"ReflectionProbes, deren Aktualisierungsmodus auf **Immer** eingestellt ist, " +"sind viel teurer als Probes, deren Aktualisierungsmodus auf **Einmal** " +"eingestellt ist (die Default-Einstellung). Geeignet für integrierte Grafiken " +"bei Verwendung des Aktualisierungsmodus **Einmal**. *Verfügbar, wenn das " +"Forward Mobile-Backend verwendet wird. Wird in späteren Releases im " +"Kompatibilitäts-Backend verfügbar sein.*" -#, fuzzy msgid "**LightmapGI:**" -msgstr "**right**" +msgstr "**LightmapGI:**" msgid "" "Lights can be baked with indirect lighting only, or fully baked on a per-" @@ -197,9 +288,18 @@ msgid "" "integrated graphics. *Available when using the Forward Mobile backend. Will " "be available in the Compatibility backend in later releases.*" msgstr "" +"Lichter können entweder nur mit indirektem Licht oder vollständig pro Licht " +"gebacken werden, um die Performance weiter zu verbessern. Es können hybride " +"Setups verwendet werden (z.B. mit einem Echtzeit-gerichteten Licht und " +"vollständig gebackenen Positionslichtern). Richtungsinformationen können vor " +"dem Backen aktiviert werden, um die Grafik zu verbessern, ohne dass die " +"Performance darunter leidet (und auf Kosten der Dateigröße). Geeignet für " +"integrierte Grafikkarten. *Verfügbar, wenn das Forward Mobile-Backend " +"verwendet wird. Wird in späteren Versionen im Kompatibilitäts-Backend " +"verfügbar sein.*" msgid "**VoxelGI:**" -msgstr "" +msgstr "**VoxelGI:**" msgid "" "The bake's number of subdivisions can be adjusted to balance between " @@ -208,10 +308,16 @@ msgid "" "resolution (and then linearly scaled) to improve performance significantly. " "**Not available** *when using the Forward Mobile or Compatibility backends.*" msgstr "" +"Die Anzahl der Unterteilungen des gebackenen Lichtern kann angepasst werden, " +"um ein Gleichgewicht zwischen Performance und Qualität herzustellen. Die " +"Qualität des VoxelGI-Renderings kann in den Projekteinstellungen angepasst " +"werden. Das Rendering kann optional mit halber Auflösung durchgeführt werden " +"(und dann linear skaliert werden), um die Performance deutlich zu " +"verbessern. **Nicht verfügbar** *bei Verwendung der Forward Mobile oder " +"Kompatibilitäts-Backends.*" -#, fuzzy msgid "**Screen-space indirect lighting (SSIL):**" -msgstr "Bildschirm-Raum-Reflexionen (Screen-Space Reflections=SSR)" +msgstr "**Screen-Space indirekte Beleuchtung (SSIL):**" msgid "" "The SSIL quality and number of blur passes can be adjusted in the Project " @@ -219,9 +325,14 @@ msgid "" "then linearly scaled) to ensure a reasonable performance level. **Not " "available** *when using the Forward Mobile or Compatibility backends.*" msgstr "" +"Die SSIL-Qualität und die Anzahl der Unschärfedurchläufe können in den " +"Projekteinstellungen angepasst werden. Standardmäßig wird das SSIL-Rendering " +"mit halber Auflösung durchgeführt (und dann linear skaliert), um eine " +"angemessene Performance zu gewährleisten. **Nicht verfügbar** *bei " +"Verwendung der Forward Mobile oder Kompatibilitäts-Backends.*" msgid "**SDFGI:**" -msgstr "" +msgstr "**SDFGI:**" msgid "" "The number of cascades can be adjusted to balance performance and quality. " @@ -230,77 +341,107 @@ msgid "" "linearly scaled) to improve performance significantly. **Not available** " "*when using the Forward Mobile or Compatibility backends.*" msgstr "" +"Die Anzahl der Kaskaden kann angepasst werden, um ein Gleichgewicht zwischen " +"Performance und Qualität herzustellen. Die Anzahl der pro Frame geworfenen " +"Strahlen kann in den Projekteinstellungen angepasst werden. Das Rendering " +"kann optional mit halber Auflösung durchgeführt werden (und dann linear " +"skaliert werden), um die Performance deutlich zu verbessern. **Nicht " +"verfügbar** *bei Verwendung der Forward Mobile oder Kompatibilitäts-Backends." +"*" -#, fuzzy msgid "Visuals" -msgstr "VisualScript" +msgstr "Grafikqualität" msgid "" "For comparison, here's a 3D scene with no global illumination options used:" msgstr "" +"Zum Vergleich sehen Sie hier eine 3D-Szene ohne Global Illumination-Optionen:" msgid "" "A 3D scene without any form of global illumination (only constant " "environment lighting). The box and sphere near the camera are both dynamic " "objects." msgstr "" +"Eine 3D-Szene ohne jegliche Form von Global Illumination (nur konstante " +"Umgebungsbeleuchtung). Die Box und die Kugel in der Nähe der Kamera sind " +"beide dynamische Objekte." msgid "Here's how Godot's various global illumination techniques compare:" msgstr "" +"Im Folgenden werden die verschiedenen Global Illumination-Techniken von " +"Godot verglichen:" msgid "" "**VoxelGI:** |average| Good reflections and indirect lighting, but beware of " "leaks." msgstr "" +"**VoxelGI:** |average| Gute Reflexionen und indirekte Beleuchtung, aber " +"passen Sie auf Lecks auf." -#, fuzzy msgid "average" -msgstr "Durchlaufen" +msgstr "Durchschnitt" msgid "" "Due to its voxel-based nature, VoxelGI will exhibit light leaks if walls and " "floors are too thin. It's recommended to make sure all solid surfaces are at " "least as thick as one voxel." msgstr "" +"Da VoxelGI auf Voxeln basiert, kommt es zu Lichtlecks, wenn Wände und Böden " +"zu dünn sind. Es wird empfohlen, sicherzustellen, dass alle festen " +"Oberflächen mindestens so dick wie ein Voxel sind." msgid "" "Streaking artifacts may also be visible on sloped surfaces. In this case, " "tweaking the bias properties or rotating the VoxelGI node can help combat " "this." msgstr "" +"Auf schrägen Oberflächen können auch Streifenartefakte sichtbar sein. In " +"diesem Fall kann die Anpassung der Bias-Eigenschaften oder das Drehen des " +"VoxelGI-Nodes helfen, dies zu verhindern." msgid "VoxelGI in action." -msgstr "" +msgstr "VoxelGI in Aktion." msgid "" "**SDFGI:** |average| Good reflections and indirect lighting, but beware of " "leaks and visible cascade shifts." msgstr "" +"**SDFGI:** |average| Gute Reflexionen und indirekte Beleuchtung, aber passen " +"Sie auf Lecks und sichtbaren Kaskadenverschiebungen auf." msgid "" "GI level of detail varies depending on the distance between the camera and " "surface." msgstr "" +"Der GI-Level of Detail variiert je nach dem Abstand zwischen Kamera und " +"Oberfläche." msgid "" "Leaks can be reduced significantly by enabling the **Use Occlusion** " "property. This has a small performance cost, but it often results in fewer " "leaks compared to VoxelGI." msgstr "" +"Lecks können erheblich reduziert werden, indem die Property **Occlusion " +"verwenden** aktiviert wird. Dies hat zwar einen geringen Performance-Aufwand " +"zur Folge, führt aber im Vergleich zu VoxelGI oft zu weniger Lecks." msgid "" "Cascade shifts may be visible when the camera moves fast. This can be made " "less noticeable by adjusting the cascade sizes or using fog." msgstr "" +"Kaskadenverschiebungen können sichtbar sein, wenn sich die Kamera schnell " +"bewegt. Dies kann durch Anpassen der Kaskadengrößen oder Verwendung von " +"Nebel verringert werden." -#, fuzzy msgid "SDFGI in action." -msgstr "Definiert eine Funktion." +msgstr "SDFGI in Aktion." msgid "" "**Screen-space indirect lighting (SSIL):** |average| Good *secondary* source " "of indirect lighting, but no reflections." msgstr "" +"**Screen-Space indirekte Beleuchtung (SSIL):** |average| Gute *sekundäre* " +"Quelle für indirekte Beleuchtung, aber keine Reflexionen." msgid "" "SSIL is designed to be used as a complement to another GI technique such as " @@ -313,16 +454,30 @@ msgid "" "post-processing) which means that emissive decals and custom shaders are " "included (as long as they're present on screen)." msgstr "" +"SSIL ist als Ergänzung zu einer anderen GI-Technik wie VoxelGI, SDFGI oder " +"LightmapGI gedacht. SSIL eignet sich am besten für kleinräumige Details, da " +"es allein keine genaue indirekte Beleuchtung für große Strukturen liefern " +"kann. SSIL kann indirekte Beleuchtung in Echtzeit in Situationen bieten, in " +"denen andere GI-Techniken kleine Details oder dynamische Objekte nicht " +"erfassen können. Da SSIL auf dem Bildschirm arbeitet, entstehen einige " +"Artefakte, insbesondere wenn Objekte den Bildschirm betreten und verlassen. " +"SSIL arbeitet mit der Farbe des letzten Frames (vor der Nachbearbeitung), " +"was bedeutet, dass emittierende Decals und benutzerdefinierte Shader " +"einbezogen werden (solange sie auf dem Bildschirm vorhanden sind)." msgid "" "SSIL in action (without any other GI technique). Notice the emissive " "lighting around the yellow box." msgstr "" +"SSIL in Aktion (ohne jede andere GI-Technik). Beachten Sie die emittierende " +"Beleuchtung um den gelben Kasten." msgid "" "**LightmapGI:** |good| Excellent indirect lighting, decent reflections " "(optional)." msgstr "" +"**LightmapGI:** |good| Ausgezeichnete indirekte Beleuchtung, anständige " +"Reflexionen (optional)." msgid "good" msgstr "gut" @@ -332,15 +487,23 @@ msgid "" "above 2 (up to 16). When directional information is enabled, spherical " "harmonics (SH) are used to provide blurry reflections." msgstr "" +"Dies ist die einzige Technik, bei der die Anzahl der Licht-Abprälle auf über " +"2 (bis zu 16) erhöht werden kann. Wenn die Richtungsinformationen aktiviert " +"sind, werden Kugelflächenfunktionen (Spherical Harmonics, SH) verwendet, um " +"unscharfe Reflexionen zu erzeugen." msgid "" "LightmapGI in action. Only indirect lighting is baked here, but direct light " "can also be baked." msgstr "" +"LightmapGI in Aktion. Hier wird nur indirekte Beleuchtung gebacken, aber " +"auch direktes Licht kann gebacken werden." msgid "" "**ReflectionProbe:** |average| Good reflections, but poor indirect lighting." msgstr "" +"**ReflectionProbe:** |average| Gute Reflexionen, aber schlechte indirekte " +"Beleuchtung." msgid "" "Indirect lighting can be disabled, set to a constant color spread throughout " @@ -348,54 +511,81 @@ msgid "" "as a cubemap). This essentially acts as local ambient lighting. Reflections " "and indirect lighting are blended with other nearby probes." msgstr "" +"Die indirekte Beleuchtung kann deaktiviert, auf eine konstante " +"Farbverteilung in der Probe eingestellt oder automatisch aus der Umgebung " +"der Probe ausgelesen (und als Cubemap angewendet) werden. Dies wirkt im " +"Wesentlichen wie eine lokale Umgebungsbeleuchtung. Reflexionen und indirekte " +"Beleuchtung werden mit anderen Probes in der Nähe gemischt." msgid "" "ReflectionProbe in action (without any other GI technique). Notice the " "reflective sphere." msgstr "" +"ReflectionProbe in Aktion (ohne eine andere GI-Technik). Beachten Sie die " +"reflektierende Kugel." msgid "Real-time ability" -msgstr "**Echtzeitfähigkeit**" +msgstr "Echtzeitfähigkeit" msgid "**VoxelGI:** |good| Fully real-time." -msgstr "" +msgstr "**VoxelGI:** |good| Vollständig in Echtzeit." msgid "" "Indirect lighting and reflections are fully real-time. Dynamic objects can " "receive GI *and* contribute to it with their emissive surfaces. Custom " "shaders can also emit their own light, which will be emitted accurately." msgstr "" +"Indirekte Beleuchtung und Reflexionen sind vollständig in Echtzeit. " +"Dynamische Objekte können GI empfangen *und* mit ihren emittierenden " +"Oberflächen dazu beitragen. Benutzerdefinierte Shader können auch ihr " +"eigenes Licht emittieren, das exakt emittiert wird." msgid "" "Viable for procedurally generated levels *if they are generated in advance* " "(and not during gameplay). Baking requires several seconds or more to " "complete, but it can be done from both the editor and an exported project." msgstr "" +"Durchführbar für prozedural generierte Level *wenn sie im Voraus generiert " +"werden* (und nicht während des Spiels). Das Backen dauert mehrere Sekunden " +"oder länger, kann aber sowohl im Editor als auch in einem exportierten " +"Projekt durchgeführt werden." msgid "**SDFGI:** |average| Semi-real-time." -msgstr "" +msgstr "**SDFGI:** |average| Semi-Echtzeit." msgid "" "Cascades are generated in real-time, making SDFGI viable for procedurally " "generated levels (including when structures are generated during gameplay)." msgstr "" +"Kaskaden werden in Echtzeit generiert, so dass SDFGI auch für prozedural " +"generierte Level geeignet ist (auch wenn die Strukturen während des Spiels " +"generiert werden)." msgid "" "Dynamic objects can *receive* GI, but not *contribute* to it. Emissive " "lighting will only update when an object enters a cascade, so it may still " "work for slow-moving objects." msgstr "" +"Dynamische Objekte können GI *empfangen*, aber nicht zu ihr *beitragen*. " +"Emissive Beleuchtung wird nur aktualisiert, wenn ein Objekt in eine Kaskade " +"eintritt, so dass es bei sich langsam bewegenden Objekten noch funktionieren " +"kann." msgid "**Screen-space indirect lighting (SSIL):** |good| Fully real-time." msgstr "" +"**Screen-Space indirekte Beleuchtung (SSIL):** |good| Vollständig in " +"Echtzeit." msgid "" "SSIL works with both static and dynamic lights. It also works with both " "static and dynamic occluders (including emissive materials)." msgstr "" +"SSIL funktioniert sowohl mit statischen als auch mit dynamischen Lichtern. " +"Außerdem funktioniert es sowohl mit statischen als auch mit dynamischen " +"Occludern (einschließlich emissiver Materialien)." msgid "**LightmapGI:** |bad| Baked, and therefore not real-time." -msgstr "" +msgstr "**LightmapGI:** |bad| Gebacken, und daher nicht in Echtzeit." msgid "bad" msgstr "schlecht" @@ -409,14 +599,24 @@ msgid "" "viable for procedurally generated levels, as baking lightmaps is only " "possible from the editor." msgstr "" +"Sowohl indirekte Beleuchtung als auch SH-Reflexionen werden gebacken und " +"können zur Laufzeit nicht geändert werden. Echtzeit-GI muss :ref:`durch " +"andere Mittel simuliert werden `, z.B. durch " +"Echtzeit-Positionslichter. Dynamische Objekte erhalten indirekte Beleuchtung " +"über Licht-Probes, die automatisch oder manuell vom Benutzer platziert " +"werden können (LightmapProbe-Node). Nicht praktikabel für prozedural " +"generierte Levels, da das Backen von Lightmaps nur im Editor möglich ist." msgid "**ReflectionProbe:** |average| Optionally real-time." -msgstr "" +msgstr "**ReflectionProbe:** |average| Optional in Echtzeit." msgid "" "By default, reflections update when the probe is moved. They update as often " "as possible if the update mode is set to **Always** (which is expensive)." msgstr "" +"Standardmäßig werden die Reflexionen aktualisiert, wenn die Probe bewegt " +"wird. Sie werden so oft wie möglich aktualisiert, wenn der " +"Aktualisierungsmodus auf **Immer** eingestellt ist (was teuer ist)." msgid "" "Indirect lighting must be configured manually by the user, but can be " @@ -424,12 +624,18 @@ msgid "" "behind the scenes. This makes ReflectionProbes viable for procedurally " "generated levels." msgstr "" +"Indirekte Beleuchtung muss vom Benutzer manuell konfiguriert werden, kann " +"aber zur Laufzeit geändert werden, ohne dass eine teure Berechnung hinter " +"den Kulissen durchgeführt werden muss. Dies macht ReflectionProbes für " +"prozedural generierte Levels praktikabel." msgid "User work needed" -msgstr "" +msgstr "Aufwand für den Benutzer" msgid "**VoxelGI:** One or more VoxelGI nodes need to be created and baked." msgstr "" +"**VoxelGI:** Es müssen ein oder mehrere VoxelGI-Nodes erstellt und gebacken " +"werden." msgid "" "Adjusting extents correctly is required to get good results. Additionally " @@ -437,41 +643,58 @@ msgid "" "artifacts in certain situations. Bake times are fast – usually below 10 " "seconds for a scene of medium complexity." msgstr "" +"Um gute Ergebnisse zu erzielen, müssen die Ausmaße korrekt angepasst werden. " +"Zusätzlich kann das Drehen des Nodes und erneute Backen in bestimmten " +"Situationen helfen, Lecks oder Streifenartefakte zu bekämpfen. Die " +"Backzeiten sind schnell - in der Regel unter 10 Sekunden für eine Szene von " +"mittlerer Komplexität." msgid "**SDFGI:** Very little." -msgstr "" +msgstr "**SDFGI:** Sehr wenig." msgid "" "SDFGI is fully automatic; it only needs to be enabled in the Environment " "resource. The only manual work required is to set MeshInstances' bake mode " "property correctly. No node needs to be created, and no baking is required." msgstr "" +"SDFGI ist vollautomatisch; es muss nur in der Environment-Ressource " +"aktiviert werden. Die einzige manuelle Arbeit, die erforderlich ist, besteht " +"darin, die Eigenschaft \"Back-Modus\" von MeshInstances korrekt " +"einzustellen. Es muss kein Node erstellt werden, und es ist kein Backen " +"erforderlich." msgid "**Screen-space indirect lighting (SSIL):** Very little." -msgstr "" +msgstr "**Screen-Space indirekte Beleuchtung (SSIL):** Sehr wenig." msgid "" "SSIL is fully automatic; it only needs to be enabled in the Environment " "resource. No node needs to be created, and no baking is required." msgstr "" +"SSIL ist vollautomatisch; es muss nur in der Environment-Ressource aktiviert " +"werden. Es muss kein Node erstellt werden, und es ist kein Backen " +"erforderlich." msgid "**LightmapGI:** Requires UV2 setup and baking." -msgstr "" +msgstr "**LightmapGI:** Erfordert UV2-Setup und Backen." msgid "" "Static meshes must be reimported with UV2 and lightmap generation enabled. " "On a dedicated GPU, bake times are relatively fast thanks to the GPU-based " "lightmap baking – usually below 1 minute for a scene of medium complexity." msgstr "" +"Statische Meshes müssen mit aktivierter UV2- und Lightmap-Generierung neu " +"importiert werden. Auf einer dedicated GPU sind die Back-Zeiten dank des GPU-" +"basierten Lightmap-Backens relativ schnell - in der Regel unter 1 Minute für " +"eine Szene mittlerer Komplexität." msgid "**ReflectionProbe:** Placed manually by the user." -msgstr "" +msgstr "**ReflectionProbe:** Wird manuell vom Benutzer platziert." msgid "Summary" msgstr "Zusammenfassung" msgid "If you are unsure about which GI technique to use:" -msgstr "" +msgstr "Wenn Sie unsicher sind, welche GI-Technik Sie anwenden sollen:" msgid "" "For desktop games, it's a good idea to start with :ref:`SDFGI " @@ -483,36 +706,56 @@ msgid "" "the VoxelGI node(s). To further improve visuals on high-end setups, add an " "option to enable SSIL in your game's settings." msgstr "" +"Für Desktop-Spiele ist es eine gute Idee, zunächst mit :ref:`SDFGI " +"` zu beginnen, da es den geringsten Einrichtungsaufwand " +"erfordert. Bei Bedarf können Sie später zu anderen GI-Techniken wechseln. Um " +"die Performance auf leistungsschwachen GPUs und integrierten Grafikkarten zu " +"verbessern, sollten Sie eine Option zur Deaktivierung von SDFGI oder :ref:" +"`VoxelGI ` in den Spieleinstellungen hinzufügen. SDFGI " +"kann in der Environment-Ressource deaktiviert werden, und VoxelGI kann durch " +"Ausblenden der VoxelGI Node(s) deaktiviert werden. Um die Grafik auf High-" +"End-Systemen weiter zu verbessern, fügen Sie eine Option zur Aktivierung von " +"SSIL in den Spieleinstellungen hinzu." msgid "" "For mobile games, :ref:`LightmapGI ` and :ref:" "`ReflectionProbes ` are the only supported options. " "See also :ref:`doc_introduction_to_global_illumination_alternatives`." msgstr "" +"Für mobile Spiele sind :ref:`LightmapGI ` und :ref:" +"`ReflectionProbes ` die einzigen unterstützten " +"Optionen. Siehe auch :ref:" +"`doc_introduction_to_global_illumination_alternatives`." -#, fuzzy msgid "" "You can compare global illumination techniques in action using the `Global " "Illumination demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können Global Illumination-Techniken in der Praxis vergleichen, indem " +"Sie das `Global Illumination-Demoprojekt `__ verwenden." msgid "Which global illumination mode should I use on meshes and lights?" msgstr "" +"Welchen Global Illumination-Modus sollte ich für Meshes und Lichter " +"verwenden?" msgid "" "Regardless of which global illumination technique you use, there is no " "universally \"better\" global illumination mode. Still, here are some " "recommendations for meshes:" msgstr "" +"Unabhängig davon, welche Global Illumination-Technik Sie verwenden, gibt es " +"keinen universell \"besseren\" Global Illumination-Modus. Dennoch gibt es " +"hier einige Empfehlungen für Meshes:" msgid "" "For static level geometry, use the **Static** global illumination mode " "*(default)*." msgstr "" +"Für statische Level-Geometrie verwenden Sie den Global Illumination-Modus " +"**Static** *(Default)*." msgid "" "For small dynamic geometry and players/enemies, use the **Disabled** global " @@ -522,6 +765,13 @@ msgid "" "can be simulated using an OmniLight3D or SpotLight3D node parented to the " "object." msgstr "" +"Verwenden Sie für kleine dynamische Geometrien und Spieler/Gegner den Global " +"Illumination-Modus **Disabled** . Kleine dynamische Geometrie wird nicht in " +"der Lage sein, eine signifikante Menge an indirekter Beleuchtung " +"beizutragen, da die Geometrie kleiner als ein Voxel ist. Wenn Sie eine " +"indirekte Beleuchtung für kleine dynamische Objekte benötigen, kann diese " +"mit einem OmniLight3D oder SpotLight3D-Node simuliert werden, der dem Objekt " +"übergeordnet ist." msgid "" "For *large* dynamic level geometry (such as a moving train), use the " @@ -529,20 +779,29 @@ msgid "" "VoxelGI, as SDFGI and LightmapGI do not support global illumination with " "dynamic objects." msgstr "" +"Für *große* dynamische Level-Geometrien (z.B. ein fahrender Zug) verwenden " +"Sie den Global Illumination-Modus **Dynamisch** . Beachten Sie, dass sich " +"dies nur bei VoxelGI auswirkt, da SDFGI und LightmapGI keine Global " +"Illumination mit dynamischen Objekten unterstützen." msgid "Here are some recommendations for light bake modes:" -msgstr "" +msgstr "Hier sind einige Empfehlungen für Licht-Backmodi:" msgid "" "For static level lighting, use the **Static** bake mode. The **Static** mode " "is also suitable for dynamic lights that don't change much during gameplay, " "such as a flickering torch." msgstr "" +"Für statische Level-Beleuchtung verwenden Sie den Back-Modus **Statisch**. " +"Der Modus **Statisch** eignet sich auch für dynamische Lichter, die sich " +"während des Spiels kaum verändern, wie z.B. eine flackernde Fackel." msgid "" "For short-lived dynamic effects (such as a weapon), use the **Disabled** " "bake mode to improve performance." msgstr "" +"Bei kurzlebigen dynamischen Effekten (z.B. einer Waffe) sollten Sie den Back-" +"Modus **Deaktiviert** verwenden, um die Performance zu verbessern." msgid "" "For long-lived dynamic effects (such as a rotating alarm light), use the " @@ -550,10 +809,14 @@ msgid "" "has an effect with VoxelGI and SDFGI, as LightmapGI does not support global " "illumination with dynamic lights." msgstr "" +"Für langlebige dynamische Effekte (z.B. ein rotierendes Alarmlicht) " +"verwenden Sie den Back-Modus **Dynamic**, um die Qualität zu verbessern " +"*(Default)*. Beachten Sie, dass dies nur bei VoxelGI und SDFGI Wirkung " +"zeigt, da LightmapGI keine Global Illumination mit dynamischen Lichtern " +"unterstützt." -#, fuzzy msgid "Alternatives to GI techniques" -msgstr "Alternativ können Sie ausführen" +msgstr "Alternativen zu GI-Techniken" msgid "" "If none of the GI techniques mentioned above fits, it's still possible to :" @@ -562,6 +825,12 @@ msgid "" "can offer good performance *and* good visuals if done right. This approach " "is still used in many modern games to this day." msgstr "" +"Wenn keine der oben erwähnten GI-Techniken passt, ist es immer noch " +"möglich, :ref:`GI zu simulieren, indem man zusätzliche Lichter manuell " +"platziert `. Dies erfordert mehr manuelle " +"Arbeit, aber es kann eine gute Performance *und* eine gute Grafikqualität " +"bieten, wenn es richtig gemacht wird. Dieser Ansatz wird auch heute noch in " +"vielen modernen Spielen verwendet." msgid "" "When targeting low-end hardware in situations where using LightmapGI is not " @@ -571,6 +840,12 @@ msgid "" "contribution still makes it possible to achieve acceptable results in most " "cases." msgstr "" +"In Situationen, in denen die Verwendung von LightmapGI nicht möglich ist (z." +"B. bei prozedural generierten Levels), kann es notwendig sein, sich allein " +"auf die Umgebungsbeleuchtung oder einen konstanten Umgebungslichtfaktor zu " +"verlassen. Dies kann zu einer flacheren Optik führen, aber durch die " +"Anpassung der Umgebungslichtfarbe und des Himmelsanteils können in den " +"meisten Fällen immer noch akzeptable Ergebnisse erzielt werden." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po index 43b65ba4af..f0ad683892 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,17 +18,15 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Reflection probes" -msgstr "Reflexions-Probes" +msgstr "Reflection-Probes" -#, fuzzy msgid "" "Reflection probes are only supported in the Clustered Forward and Forward " "Mobile rendering backends, not the Compatibility backend." msgstr "" -"Nur verfügbar in den Methoden Forward+ und Forward Mobile, nicht im " -"Kompatibilität-Backend." +"Reflection-Probes werden nur in den Rendering-Backends Clustered Forward und " +"Forward Mobile unterstützt, nicht im Kompatibilität-Backend." -#, fuzzy msgid "" "As stated in the :ref:`doc_standard_material_3d`, objects can show reflected " "and/or diffuse light. Reflection probes are used as a source of reflected " @@ -37,10 +35,13 @@ msgid "" "` and :ref:`SDFGI ` while being fairly " "cheap on system resources." msgstr "" -"Wie in :ref:`doc_spatial_material` angegeben, können Objekte reflektiertes " -"oder diffuses Licht zeigen. Reflexions-Probes werden als Quelle für " -"reflektiertes Licht und Umgebungslicht für Objekte in ihrem Einflussbereich " -"verwendet." +"Wie in der :ref:`doc_standard_material_3d` angegeben, können Objekte " +"reflektiertes und/oder diffuses Licht darstellen. Reflection-Probes werden " +"als Quelle von reflektiertem *und* Umgebungslicht für Objekte innerhalb " +"ihres Einflussbereichs verwendet. Sie können verwendet werden, um genauere " +"Reflexionen als :ref:`VoxelGI ` und :ref:`SDFGI " +"` zu erreichen, während sie relativ wenig Systemressourcen " +"benötigen." msgid "" "Since reflection probes can also store ambient light, they can be used as a " @@ -48,6 +49,10 @@ msgid "" "` aren't viable (e.g. in procedurally generated " "levels)." msgstr "" +"Da Reflection-Probes auch Umgebungslicht speichern können, können sie als " +"einfache Alternative zu VoxelGI und SDFGI verwendet werden, wenn :ref:" +"`gebackene Lightmaps ` nicht praktikabel sind (z.B. " +"in prozedural generierten Levels)." msgid "" "Reflection probes can also be used at the same time as screen-space " @@ -55,26 +60,37 @@ msgid "" "Godot will blend together the screen-space reflections and reflections from " "reflection probes." msgstr "" +"Reflection-Probes können auch gleichzeitig mit Screen-Space-Reflexionen " +"verwendet werden, um Reflexionen für Objekte außerhalb des Bildschirms zu " +"erzeugen. In diesem Fall mischt Godot die Screen-Space-Reflexionen und die " +"Reflexionen der Reflection-Probes zusammen." msgid "" "Not sure if ReflectionProbe is suited to your needs? See :ref:" "`doc_introduction_to_global_illumination_comparison` for a comparison of GI " "techniques available in Godot 4." msgstr "" +"Sie sind nicht sicher, ob ReflectionProbe für Ihre Bedürfnisse geeignet ist? " +"Unter :ref:`doc_introduction_to_global_illumination_comparison` finden Sie " +"einen Vergleich der in Godot 4 verfügbaren GI-Techniken." msgid "Visual comparison" msgstr "Visueller Vergleich" msgid "Reflection probe disabled. Environment sky is used as a fallback." msgstr "" +"Reflection-Probe deaktiviert. Der Umgebungshimmel wird als Ausweichlösung " +"verwendet." msgid "Reflection probe enabled." -msgstr "\"Reflection probe\" aktiviert." +msgstr "Reflection-Probe aktiviert." msgid "" "Reflection probe enabled with LightmapGI used at the same time. The lightmap " "appears in the reflection." msgstr "" +"Reflection-Probe aktiviert mit gleichzeitiger Verwendung von LightmapGI. Die " +"Lightmap erscheint in der Reflexion." msgid "" "By combining reflection probes with screen-space reflections, you can get " @@ -82,28 +98,39 @@ msgid "" "(that remain present when off-screen), while also having real-time " "reflections for small details." msgstr "" +"Durch die Kombination von Reflection-Probes mit Screen-Space-Reflexionen " +"erhalten Sie das Beste aus beiden Welten: hochwertige Reflexionen für die " +"allgemeine Raumstruktur (die auch außerhalb des Bildschirms erhalten " +"bleiben) und gleichzeitig Echtzeit-Reflexionen für kleine Details." msgid "Reflections in a room using ReflectionProbe only." -msgstr "" +msgstr "Reflexionen in einem Raum nur mit ReflectionProbe." msgid "" "Reflections in a room using ReflectionProbe only. Notice how small details " "don't have any reflections." msgstr "" +"Reflexionen in einem Raum nur mit ReflectionProbe. Beachten Sie, dass kleine " +"Details keine Reflektionen aufweisen." msgid "Reflections in a room using screen-space reflections only." -msgstr "" +msgstr "Reflexionen in einem Raum, der nur Screen-Space-Reflexionen verwendet." msgid "" "Reflections in a room using screen-space reflections only. Notice how the " "reflection on the sides of the room's walls is partly missing due to being " "off-screen." msgstr "" +"Reflexionen in einem Raum, der nur Screen-Space-Reflexionen verwendet. " +"Beachten Sie, dass die Reflexion an den Seitenwänden des Raums teilweise " +"fehlt, da sie sich außerhalb des Bildschirms befindet." msgid "" "Reflections in a room using ReflectionProbe and screen-space reflections " "together." msgstr "" +"Reflexionen in einem Raum mit ReflectionProbe und Screen-Space-Reflexionen " +"zusammen." msgid "" "Reflections in a room using ReflectionProbe and screen-space reflections " @@ -111,20 +138,26 @@ msgid "" "probe, acting as a fallback in situations where the reflection probe fails " "to display any reflection." msgstr "" +"Reflexionen in einem Raum mit ReflectionProbe und Screen-Space-Reflexionen " +"zusammen. Die Screen-Space-Reflexionen werden mit der Reflection-Probe " +"gemischt und dienen als Ausweichlösung, wenn die Reflection-Probe keine " +"Reflexion anzeigt." -#, fuzzy msgid "Setting up a ReflectionProbe" -msgstr "Entwicklungsversionen testen" +msgstr "Einrichten einer ReflectionProbe" -#, fuzzy msgid "Add a :ref:`class_ReflectionProbe` node." -msgstr ":ref:`class_YSort` Nodes." +msgstr "Hinzufügen eines :ref:`class_ReflectionProbe` Nodes." msgid "" "Configure the ReflectionProbe's extents in the inspector to fit your scene. " "To get reasonably accurate reflections, you should generally have one " "ReflectionProbe node per room (sometimes more for large rooms)." msgstr "" +"Konfigurieren Sie die Ausdehnung der ReflectionProbe im Inspektor so, dass " +"sie zu Ihrer Szene passt. Um einigermaßen genaue Reflexionen zu erhalten, " +"sollten Sie in der Regel einen ReflectionProbe-Node pro Raum haben (bei " +"großen Räumen manchmal mehr)." msgid "" "Remember that ReflectionProbe extents don't have to be square, and you can " @@ -132,10 +165,14 @@ msgid "" "the X/Z grid. Use this to your advantage to better cover rooms without " "having to place too many ReflectionProbe nodes." msgstr "" +"Denken Sie daran, dass die ReflectionProbe-Ausdehnung nicht quadratisch sein " +"muss, und Sie können den ReflectionProbe-Node sogar drehen, um Räume " +"abzudecken, die nicht am X/Z-Raster ausgerichtet sind. Nutzen Sie dies zu " +"Ihrem Vorteil, um Räume besser abzudecken, ohne zu viele ReflectionProbe-" +"Nodes platzieren zu müssen." -#, fuzzy msgid "ReflectionProbe properties" -msgstr "Reflexions-Probes" +msgstr "ReflectionProbe-Propertys" msgid "" "**Update Mode:** Controls when the reflection probe updates. **Once** only " @@ -145,12 +182,23 @@ msgid "" "property on **Once** (default) unless you need the reflection probe to " "update every frame." msgstr "" +"**Aktualisierungsmodus:** Steuert, wann die Reflection-Probe aktualisiert " +"wird. Bei **Einmal** wird die Szene nur einmal gerendert, wenn die " +"ReflectionProbe bewegt wird. Dies macht das Rendern viel schneller als der " +"**Immer** Aktualisierungsmodus, der die Probe zwingt, alles um sie herum bei " +"jedem Frame neu zu rendern. Lassen Sie diese Property auf **Einmal** " +"(\"Default\"), wenn Sie die Reflection-Probe nicht bei jedem Frame " +"aktualisieren wollen." msgid "" "**Intensity:** The brightness of the reflections and ambient lighting. This " "usually doesn't need to be changed from its default value of ``1.0``, but " "you can decrease it ``1.0`` if you find that reflections look too strong." msgstr "" +"**Intensität:** Die Helligkeit der Reflexionen und der Umgebungsbeleuchtung. " +"Normalerweise muss dieser Wert von seinem Default-Wert ``1.0`` nicht " +"verändert werden, aber Sie können den Wert ``1.0`` verringern, wenn Sie " +"finden, dass die Reflexionen zu stark wirken." msgid "" "**Max Distance:** Controls the maximum distance used by the " @@ -159,11 +207,19 @@ msgid "" "the extents visible in reflections. *This property does not affect the " "maximum distance at which the ReflectionProbe itself is visible.*" msgstr "" +"**Max Distanz:** Steuert die maximale Distanz, die von der internen Kamera " +"der ReflectionProbe verwendet wird. Der Abstand ist immer mindestens so groß " +"wie **Ausmaße**, kann aber vergrößert werden, um Objekte, die sich außerhalb " +"der Ausmaße befinden, in Reflexionen sichtbar zu machen. *Diese Property hat " +"keinen Einfluss auf die maximale Entfernung, in der die ReflectionProbe " +"selbst sichtbar ist.*" msgid "" "**Extents:** The area that will be affected by the ReflectionProbe's " "lighting and reflections." msgstr "" +"**Ausmaße:** Der Bereich, der von der Beleuchtung und den Reflexionen der " +"ReflectionProbe betroffen ist." msgid "" "**Origin Offset:** The origin to use for the internal camera used for " @@ -172,6 +228,11 @@ msgid "" "obstructed by a solid object located exactly at the center of the " "ReflectionProbe." msgstr "" +"**Ursprungsversatz:** Der Ursprung für die interne Kamera, die für das " +"Reflection-Probe-Rendering verwendet wird. Dieser Ursprung muss immer " +"innerhalb der **Ausmaße** liegen. Passen Sie diesen Wert bei Bedarf an, um " +"zu verhindern, dass die Reflexion durch ein festes Objekt, das sich genau in " +"der Mitte der ReflectionProbe befindet, behindert wird." msgid "" "**Box Projection:** Controls whether parallax correction should be used when " @@ -181,12 +242,22 @@ msgid "" "box-shaped rooms. Note that this effect doesn't work quite as well in rooms " "with less regular shapes (such as ellipse-shaped rooms)." msgstr "" +"**Box-Projektion:** Legt fest, ob beim Rendern der Reflection-Probe eine " +"Parallaxenkorrektur verwendet werden soll. Dadurch wird das Erscheinungsbild " +"der Reflexion in Abhängigkeit von der Kameraposition (relativ zur Reflection-" +"Probe) angepasst. Dies hat einen kleinen Performance-Aufwand zur Folge, aber " +"die Qualitätssteigerung ist es in Box-förmigen Räumen oft wert. Beachten " +"Sie, dass dieser Effekt in Räumen mit weniger regelmäßigen Formen (z. B. " +"ellipsenförmigen Räumen) nicht ganz so gut funktioniert." msgid "" "**Interior:** If enabled, ambient lighting will not be sourced from the " "environment sky, and the background sky won't be rendered onto the " "reflection probe." msgstr "" +"**Innenbereich:** Wenn diese Option aktiviert ist, wird die " +"Umgebungsbeleuchtung nicht aus dem Umgebungshimmel bezogen, und der " +"Hintergrundhimmel wird nicht auf die Reflection-Probe gerendert." msgid "" "**Enable Shadows:** Controls whether real-time light shadows should be " @@ -197,6 +268,14 @@ msgid "" "` shadows are not affected by this setting and will " "be rendered in the reflection probe regardless." msgstr "" +"**Schatten aktivieren:** Steuert, ob in der Reflection-Probe Lichtschatten " +"in Echtzeit gerendert werden sollen. Aktivieren Sie dies, um die Qualität " +"der Reflexion auf Kosten der Performance zu verbessern. Dies sollte für " +"Reflection-Probes mit dem Modus **Immer** deaktiviert bleiben, da es sehr " +"teuer ist, Reflektionen mit Schatten in jedem Frame zu rendern. Vollständig :" +"ref:`gebackene Lichtschatten ` sind von dieser " +"Einstellung nicht betroffen und werden trotzdem in der Reflection-Probe " +"gerendert." msgid "" "**Cull Mask:** Controls which objects are visible in the reflection. This " @@ -204,6 +283,12 @@ msgid "" "reflection. This can also be used to prevent an object from having self-" "reflection artifacts in situations where **Origin Offset** can't be used." msgstr "" +"**Cull-Maske:** Steuert, welche Objekte in der Reflexion sichtbar sind. Dies " +"kann verwendet werden, um die Performance zu verbessern, indem kleine " +"Objekte von der Reflexion ausgeschlossen werden. Dies kann auch verwendet " +"werden, um zu verhindern, dass ein Objekt in Situationen, in denen " +"**Ursprungsversatz** nicht verwendet werden kann, Artefakte der " +"Selbstreflexion aufweist." msgid "" "**Mesh LOD Threshold:** The automatic level of detail threshold to use for " @@ -214,11 +299,21 @@ msgid "" "objects is usually not very noticeable during gameplay, especially in rough " "reflections." msgstr "" +"**Mesh-LOD-Schwelle:** Der Schwellenwert für den automatischen Detailgrad, " +"der für das Rendern von Meshes innerhalb der Reflexion verwendet wird. Dies " +"betrifft nur Meshes, für die automatische LODs generiert wurden. Höhere " +"Werte können die Performance verbessern, indem weniger detaillierte " +"Geometrie verwendet wird, insbesondere für Objekte, die weit vom Ursprung " +"der Reflexion entfernt sind. Der visuelle Unterschied bei der Verwendung von " +"weniger detaillierten Objekten ist während des Spiels normalerweise nicht " +"sehr auffällig, insbesondere bei groben Reflexionen." msgid "" "The Ambient category features several properties to adjust ambient lighting " "rendered by the ReflectionProbe:" msgstr "" +"Die Kategorie Umgebungslicht enthält mehrere Propertys zur Anpassung der von " +"der ReflectionProbe gerenderten Umgebungsbeleuchtung:" msgid "" "**Mode:** If set to **Disabled**, no ambient light is added by the probe. If " @@ -228,32 +323,49 @@ msgid "" "**Color** property is used instead. The **Constant Color** mode can be used " "as an approximation of area lighting." msgstr "" +"**Modus:** Bei der Einstellung **Deaktiviert** wird kein Umgebungslicht von " +"der Sonde hinzugefügt. Bei der Einstellung **Environment** wird die Farbe " +"des Umgebungslichts automatisch aus dem Himmel der Umgebung (wenn " +"**Innenraum** deaktiviert ist) und der durchschnittlichen Farbe der " +"Reflexion ermittelt. Bei der Einstellung **Konstante Farbe** wird " +"stattdessen die in der Property **Farbe** angegebene Farbe verwendet. Der " +"Modus **Konstante Farbe** kann als Annäherung an die Flächenbeleuchtung " +"verwendet werden." msgid "" "**Color:** The color to use when the ambient light mode is set to **Constant " "Mode**." msgstr "" +"**Farbe:** Die Farbe, die verwendet wird, wenn der Umgebungslichtmodus auf " +"**Konstantmodus** eingestellt ist." msgid "" "**Color Energy:** The multiplier to use for the ambient light custom " "**Color**. This only has an effect when the ambient light mode is **Custom " "Color**." msgstr "" +"**Farbenergie:** Der Multiplikator, der für die benutzerdefinierte **Farbe** " +"des Umgebungslichts verwendet wird. Dies hat nur eine Auswirkung, wenn der " +"Umgebungslichtmodus **Benutzerdefinierte Farbe** ist." -#, fuzzy msgid "ReflectionProbe blending" -msgstr "Reflexions-Probes" +msgstr "ReflectionProbe-Blending" msgid "" "To make transitions between reflection sources smoother, Godot supports " "automatic probe blending:" msgstr "" +"Um die Übergänge zwischen den Reflexionsquellen fließender zu gestalten, " +"unterstützt Godot das automatische Blending von Probes:" msgid "" "Up to 4 ReflectionProbes can be blended together at a given location. A " "ReflectionProbe will also fade out smoothly back to environment lighting " "when it isn't touching any other ReflectionProbe node." msgstr "" +"Es können bis zu 4 ReflectionProbes an einer bestimmten Stelle überblendet " +"werden. Eine ReflectionProbe wird auch sanft zur Umgebungsbeleuchtung " +"zurückgefadet, wenn sie keinen anderen ReflectionProbe-Node berührt." msgid "" "SDFGI and VoxelGI will blend in smoothly with ReflectionProbes if used. This " @@ -261,6 +373,11 @@ msgid "" "real-time) reflections where needed, while still having rough reflections " "available in the VoxelGI or SDFGI's area of influence." msgstr "" +"SDFGI und VoxelGI fügen sich nahtlos in die ReflectionProbes ein, wenn sie " +"verwendet werden. Auf diese Weise können ReflectionProbes strategisch " +"platziert werden, um bei Bedarf genauere (oder vollständige Echtzeit-) " +"Reflexionen zu erhalten, während im Einflussbereich des VoxelGI oder SDFGI " +"weiterhin grobe Reflexionen verfügbar sind." msgid "" "To make several ReflectionProbes blend with each other, you need to have " @@ -268,6 +385,11 @@ msgid "" "only overlap as little possible with other reflection probes to improve " "rendering performance (typically a few units in 3D space)." msgstr "" +"Damit mehrere ReflectionProbes miteinander verschmelzen, müssen Sie dafür " +"sorgen, dass ein Teil jeder ReflectionProbe den Bereich der anderen " +"überlappt. Die Bereiche sollten sich nur so wenig wie möglich mit anderen " +"Reflection-Probes überlappen, um die Performance des Renderings zu " +"verbessern (typischerweise ein paar Einheiten im 3D-Raum)." msgid "Limitations" msgstr "Einschränkungen" @@ -282,12 +404,26 @@ msgid "" "This limit can be increased by adjusting the **Rendering > Limits > Cluster " "Builder > Max Clustered Elements** advanced project setting." msgstr "" +"Bei Verwendung des Forward+-Renderers verwendet Godot einen *Cluster*-Ansatz " +"für das Rendering von Reflection-Probes. Es können so viele Reflection-" +"Probes wie gewünscht hinzugefügt werden (solange die Performance es " +"zulässt). Es gibt jedoch immer noch eine Default-Grenze von 512 *Cluster-" +"Elementen*, die in der aktuellen Kameraansicht vorhanden sein können. Ein " +"Clusterelement ist ein Omni-Licht, ein Spotlicht, ein :ref:`Decal " +"` oder eine :ref:`Reflection-Probe " +"`. Diese Grenze kann durch Anpassen der erweiterten " +"Projekteinstellung **Rendering > Limits > Cluster Builder > Max Clustered " +"Elements** erhöht werden." msgid "" "When using the Forward Mobile backend, only 8 reflection probes can be " "applied on each individual Mesh *resource*. If there are more reflection " "probes affecting a single mesh, not all of them will be rendered on the mesh." msgstr "" +"Bei Verwendung des Forward Mobile-Backends können nur 8 Reflection-Probes " +"auf jede einzelne Mesh-*Ressource* angewendet werden. Wenn mehr Reflection-" +"Probes auf ein einzelnes Mesh wirken, werden nicht alle von ihnen auf dem " +"Mesh gerendert." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po index 89f878edbc..8f702a1c2b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,9 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Using Lightmap global illumination" -msgstr "Verwenden der globalen Lightmap-Beleuchtung" +msgstr "Verwenden der Lightmap-Global Illumination" -#, fuzzy msgid "" "Baked lightmaps are a workflow for adding indirect (or fully baked) lighting " "to a scene. Unlike the :ref:`VoxelGI ` and :ref:`SDFGI " @@ -29,13 +28,14 @@ msgid "" "VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct " "lighting, which provides even further performance gains." msgstr "" -"Das Backen von Lightmaps sind ein alternativer Arbeitsablauf zum Hinzufügen " -"indirekter (oder komplett gebackener) Beleuchtung zu einer Szene. Im " -"Gegensatz zum Ansatz :ref:`doc_gi_probes` funktionieren gebackene Lightmaps " -"auf Low-End-PCs und Mobilgeräten einwandfrei, da sie zur Laufzeit fast keine " -"Ressourcen verbrauchen. Anders als GIProbe können gebackene Lightmaps auch " -"dafür verwendet werden, direkte Belichtung zu speichern, was für weitere " -"Verbesserungen der Leistung sorgt." +"Gebackene Lightmaps sind ein Workflow zum Hinzufügen indirekter (oder " +"vollständig gebackener) Beleuchtung zu einer Szene. Im Gegensatz zu den " +"Ansätzen :ref:`VoxelGI ` und :ref:`SDFGI " +"` funktionieren gebackene Lightmaps gut auf Low-End-PCs und " +"mobilen Geräten, da sie zur Laufzeit fast keine Ressourcen verbrauchen. Im " +"Gegensatz zu VoxelGI und SDFGI können gebackene Lightmaps optional auch zur " +"Speicherung von direkter Beleuchtung verwendet werden, was zu einer weiteren " +"Steigerung der Performance führt." msgid "" "Unlike VoxelGI and SDFGI, baked lightmaps are completely static. Once baked, " @@ -43,6 +43,11 @@ msgid "" "reflections, so using :ref:`doc_reflection_probes` together with it on " "interiors (or using a Sky on exteriors) is a requirement to get good quality." msgstr "" +"Im Gegensatz zu VoxelGI und SDFGI sind gebackene Lightmaps völlig statisch. " +"Einmal gebacken, können sie nicht mehr verändert werden. Sie versehen die " +"Szene auch nicht mit Reflexionen, so dass die Verwendung von :ref:" +"`doc_reflection_probes` zusammen mit ihr für Innenräume (oder die Verwendung " +"eines Sky für Außenbereiche) eine Voraussetzung für gute Qualität ist." msgid "" "As they are baked, they have fewer problems than VoxelGI and SDFGI regarding " @@ -55,12 +60,26 @@ msgid "" "GPU, making light baking faster if you have a mid-range or high-end " "dedicated GPU." msgstr "" +"Da sie gebacken werden, haben sie weniger Probleme mit Light Bleeding als " +"VoxelGI und SDFGI, und indirektes Licht sieht oft besser aus. Der Nachteil " +"ist, dass das Backen von Lightmaps im Vergleich zum Backen von VoxelGI " +"länger dauert. Während das Backen von VoxelGI in wenigen Sekunden erledigt " +"ist, kann das Backen von Lightmaps mehrere Minuten, wenn nicht sogar länger " +"dauern. Dies kann die Iterationsgeschwindigkeit erheblich verlangsamen, " +"weshalb empfohlen wird, Lightmaps nur dann zu backen, wenn Sie tatsächlich " +"Änderungen in der Beleuchtung sehen müssen. Seit Godot 4.0 werden Lightmaps " +"auf dem Grafikprozessor gebacken, was das Backen von Lightmaps beschleunigt, " +"wenn Sie einen dedizierten Mittelklasse- oder High-End-Grafikprozessor haben." msgid "" "Baking lightmaps will also reserve baked materials' UV2 slot, which means " "you can no longer use it for other purposes in materials (either in the " "built-in :ref:`doc_standard_material_3d` or in custom shaders)." msgstr "" +"Das Backen von Lightmaps reserviert auch den UV2-Slot von gebackenen " +"Materialien, was bedeutet, dass Sie ihn nicht mehr für andere Zwecke in " +"Materialien verwenden können (entweder im eingebauten :ref:" +"`doc_standard_material_3d` oder in eigenen Shadern)." msgid "" "Despite their lack of flexibility, baked lightmaps typically offer both the " @@ -68,35 +87,48 @@ msgid "" "This makes lightmaps still popular in game development, despite lightmaps " "being the oldest technique for global illumination in video games." msgstr "" +"Trotz ihrer mangelnden Flexibilität bieten gebackene Lightmaps in der Regel " +"gleichzeitig die beste Qualität *und* Performance in (meist) statischen " +"Szenen. Deshalb sind Lightmaps in der Spieleentwicklung immer noch beliebt, " +"obwohl sie die älteste Technik für Global Illumination in Videospielen sind." msgid "" "Not sure if LightmapGI is suited to your needs? See :ref:" "`doc_introduction_to_global_illumination_comparison` for a comparison of GI " "techniques available in Godot 4." msgstr "" +"Sie sind nicht sicher, ob LightmapGI für Ihre Bedürfnisse geeignet ist? " +"Siehe :ref:`doc_introduction_to_global_illumination_comparison` für einen " +"Vergleich der in Godot 4 verfügbaren GI-Techniken." msgid "Visual comparison" msgstr "Visueller Vergleich" msgid "LightmapGI disabled." -msgstr "" +msgstr "LightmapGI deaktiviert." msgid "LightmapGI enabled (with indirect light baked only)." -msgstr "" +msgstr "LightmapGI aktiviert (nur mit indirektem Licht gebacken)." msgid "" "LightmapGI enabled (with indirect light baked only). Direct light is still " "real-time, allowing for subtle changes during gameplay." msgstr "" +"LightmapGI aktiviert (nur mit indirektem Licht gebacken). Direktes Licht ist " +"immer noch in Echtzeit, was subtile Änderungen während des Spielens " +"ermöglicht." msgid "LightmapGI enabled (with direct and indirect light baked)." -msgstr "" +msgstr "LightmapGI aktiviert (mit direktem und indirektem Licht gebacken)." msgid "" "LightmapGI enabled (with direct and indirect light baked). Best performance, " "but lower quality visuals. Notice the blurrier sun shadow in the top-right " "corner." msgstr "" +"LightmapGI aktiviert (mit direktem und indirektem Licht gebacken). Beste " +"Performance, aber schlechtere Bildqualität. Beachten Sie den unschärferen " +"Sonnenschatten in der oberen rechten Ecke." msgid "" "Here are some comparisons of how LightmapGI vs. VoxelGI look. Notice that " @@ -104,11 +136,19 @@ msgid "" "on an unwrapped texture, so transitions and resolution may not be that good. " "VoxelGI looks less accurate (as it's an approximation), but smoother overall." msgstr "" +"Hier sind einige Vergleiche, wie LightmapGI vs. VoxelGI aussehen. Beachten " +"Sie, dass Lightmaps genauer sind, aber auch unter der Tatsache leiden, dass " +"die Beleuchtung auf einer nicht gewrappten Textur erfolgt, so dass die " +"Übergänge und die Auflösung möglicherweise nicht so gut sind. VoxelGI sieht " +"weniger genau aus (da es sich um eine Annäherung handelt), ist aber " +"insgesamt glatter." msgid "" "SDFGI is also less accurate compared to LightmapGI. However, SDFGI can " "support large open worlds without any need for baking." msgstr "" +"Außerdem ist SDFGI im Vergleich zu LightmapGI weniger genau. Allerdings kann " +"SDFGI große offene Welten unterstützen, ohne dass Backen erforderlich ist." msgid "Setting up" msgstr "Einrichtung" @@ -119,15 +159,21 @@ msgid "" "secondary texture coordinates that ensures any face in the object has its " "own place in the UV map. Faces must not share pixels in the texture." msgstr "" +"Bevor der Lightmapper irgendetwas tun kann, benötigen die zu backenden " +"Objekte zunächst eine UV2-Ebene und eine Texturgröße. Eine UV2-Ebene ist ein " +"Satz sekundärer Texturkoordinaten, die sicherstellen, dass jede Fläche des " +"Objekts ihren eigenen Platz in der UV-Map hat. Die Flächen dürfen sich keine " +"Pixel in der Textur teilen." msgid "" "There are a few ways to ensure your object has a unique UV2 layer and " "texture size:" msgstr "" +"Es gibt mehrere Möglichkeiten, um sicherzustellen, dass Ihr Objekt eine " +"eindeutige UV2-Ebene und Texturgröße hat:" -#, fuzzy msgid "Unwrap on scene import (recommended)" -msgstr "Entpacken beim Szenenimport" +msgstr "Entpacken beim Szenenimport (empfohlen)" msgid "" "In most scenarios, this is the best approach to use. The only downside is " @@ -135,16 +181,24 @@ msgid "" "Godot will cache the UV2 across reimports, so it will only be regenerated " "when needed." msgstr "" +"In den meisten Fällen ist dies die beste Vorgehensweise. Der einzige " +"Nachteil ist, dass bei großen Modellen das Entpacken beim Import eine Weile " +"dauern kann. Nichtsdestotrotz speichert Godot die UV2 über Re-Importe " +"hinweg, so dass sie nur bei Bedarf neu generiert werden." msgid "" "Select the imported scene in the filesystem dock, then go to the **Import** " "dock. There, the following option can be modified:" msgstr "" +"Wählen Sie die importierte Szene im Dateisystem-Dock aus und gehen Sie dann " +"zum **Importieren**-Dock. Dort kann die folgende Option geändert werden:" msgid "" "The **Meshes > Light Baking** option must be set to **Static Lightmaps " "(VoxelGI/SDFGI/LightmapGI)**:" msgstr "" +"Die Option **Meshes > Lichtbacken** muss auf **Statische Lightmaps (VoxelGI/" +"SDFGI/LightmapGI)** eingestellt sein:" msgid "" "When unwrapping on import, you can adjust the texture size using the " @@ -157,11 +211,23 @@ msgid "" "frequency data (which means it doesn't need high-resolution textures to be " "accurately represented)." msgstr "" +"Beim Entpacken während des Imports können Sie die Texturgröße mit der Option " +"**Meshes > Lightmap Texelgröße** anpassen. *Niedrigere* Werte führen zu " +"detaillierteren Lightmaps, was möglicherweise zu einer höheren visuellen " +"Qualität auf zum Preis längerer Back-Zeiten und größerer Lightmap-" +"Dateigrößen führt. Der voreingestellte Wert von ``0.2`` ist für kleine/" +"mittelgroße Szenen geeignet, aber Sie sollten ihn für größere Szenen auf " +"``0.5`` oder sogar mehr erhöhen. Dies ist besonders dann der Fall, wenn Sie " +"nur indirekte Beleuchtung backen, da indirektes Licht Daten mit niedriger " +"Frequenz darstellt (was bedeutet, dass es keine hochauflösenden Texturen " +"benötigt, um genau abgebildet zu werden)." msgid "" "The effect of setting this option is that all meshes within the scene will " "have their UV2 maps properly generated." msgstr "" +"Die Einstellung dieser Option bewirkt, dass die UV2-Maps aller Meshes in der " +"Szene korrekt generiert werden." msgid "" "When reusing a mesh within a scene, keep in mind that UVs will be generated " @@ -172,35 +238,53 @@ msgid "" "This lets you *increase* the level of lightmap detail for specific " "MeshInstance3D nodes (but not decrease it)." msgstr "" +"Bei der Wiederverwendung eines Meshes innerhalb einer Szene ist zu beachten, " +"dass die UVs für die erste gefundene Instanz erzeugt werden. Wenn das Mesh " +"mit unterschiedlichen Skalen wiederverwendet wird (und die Skalen sehr " +"unterschiedlich sind, mehr als die Hälfte oder zweimal), führt dies zu " +"ineffizienten Lightmaps. Um dies zu vermeiden, passen Sie die Property " +"**Lightmap Skalierung** im GeometryInstance3D-Abschnitt eines MeshInstance3D-" +"Nodes an. Damit können Sie die Detailgenauigkeit der Lightmaps für bestimmte " +"MeshInstance3D-Nodes *erhöhen* (aber nicht verringern)." msgid "" "Also, the ``*.unwrap_cache`` files should *not* be ignored in version " "control as these files guarantee that UV2 reimports are consistent across " "platforms and engine versions." msgstr "" +"Außerdem sollten die Dateien ``*.unwrap_cache`` in der Versionsverwaltung " +"*nicht* ignoriert werden, da diese Dateien garantieren, dass UV2-Reimporte " +"über Plattformen und Engine-Versionen hinweg konsistent sind." msgid "Unwrap from within Godot" -msgstr "Aus Godot entpacken" +msgstr "Aus Godot heraus entpacken" msgid "" "If this Mesh menu operation is used on an imported 3D scene, the generated " "UV2 will be lost when the scene is reloaded." msgstr "" +"Wenn dieser Vorgang des Mesh-Menüs auf eine importierte 3D-Szene angewendet " +"wird, geht die erzeugte UV2 verloren, wenn die Szene neu geladen wird." msgid "" "Godot has an option to unwrap meshes and visualize the UV channels. After " "selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the " "top of the 3D editor viewport:" msgstr "" +"Godot verfügt über eine Option zum Entpacken von Meshes und zur " +"Visualisierung der UV-Kanäle. Nach der Auswahl eines MeshInstance3D-Nodes " +"kann dieser im **Mesh**-Menü oben im 3D-Editor gefunden werden:" msgid "" "This will generate a second set of UV2 coordinates which can be used for " "baking. It will also set the texture size automatically." msgstr "" +"Dadurch wird ein zweiter Satz von UV2-Koordinaten erzeugt, die zum Backen " +"verwendet werden können. Es wird auch die Texturgröße automatisch " +"eingestellt." -#, fuzzy msgid "Unwrap from your 3D modeling software" -msgstr "Entpacken aus Ihrem 3D-DCC" +msgstr "Entpacken aus Ihrer 3D-Modellierungssoftware" msgid "" "The last option is to do it from your favorite 3D app. This approach is " @@ -209,14 +293,24 @@ msgid "" "re-import a lot, the texture generation process can be quite costly within " "Godot, so having it unwrapped before import can be faster." msgstr "" +"Die letzte Möglichkeit besteht darin, dies von Ihrer bevorzugten 3D-" +"Anwendung aus zu tun. Dieser Ansatz wird im Allgemeinen **nicht empfohlen**, " +"aber er wird erklärt, damit Sie wissen, dass es ihn gibt. Der Hauptvorteil " +"besteht darin, dass bei komplexen Objekten, die Sie möglicherweise häufig " +"wieder importieren möchten, der Prozess der Texturerzeugung in Godot recht " +"kostspielig sein kann, so dass es schneller sein kann, sie vor dem Import zu " +"entpacken." msgid "Simply do an unwrap on the second UV2 layer." -msgstr "Einfach auf der zweiten UV2-Schicht auspacken." +msgstr "" +"Führen Sie einfach einen Entpackvorgang für die zweite UV2-Ebene durch." msgid "" "Then import the 3D scene normally. Remember you will need to set the texture " "size on the mesh after import." msgstr "" +"Dann importieren Sie die 3D-Szene ganz normal. Denken Sie daran, dass Sie " +"nach dem Import die Texturgröße auf dem Mesh einstellen müssen." msgid "" "If you use external meshes on import, the size will be kept. Be wary that " @@ -224,15 +318,21 @@ msgid "" "are meant to work quickly. You will mostly need to use seams or other " "techniques to create better unwrapping." msgstr "" +"Wenn Sie beim Import externe Meshes verwenden, wird die Größe beibehalten. " +"Beachten Sie, dass die meisten Unwrapper in 3D-Modellierungssoftware nicht " +"qualitätsorientiert sind, da sie schnell arbeiten sollen. Meistens müssen " +"Sie Nähte oder andere Techniken verwenden, um ein besseres Unwrapping zu " +"erreichen." -#, fuzzy msgid "Generating UV2 for primitive meshes" -msgstr "Konvertieren von Sprites in 2D-Meshes" +msgstr "Erzeugen von UV2 für primitive Meshes" msgid "" "This option is only available for primitive meshes such as :ref:" "`class_BoxMesh`, :ref:`class_CylinderMesh`, :ref:`class_PlaneMesh`, etc." msgstr "" +"Diese Option ist nur für primitive Netze wie :ref:`class_BoxMesh`, :ref:" +"`class_CylinderMesh`, :ref:`class_PlaneMesh`, etc. verfügbar." msgid "" "Enabling UV2 on primitive meshes allows you to make them receive and " @@ -240,6 +340,12 @@ msgid "" "For instance, you could hide a torus that has an emissive material after " "baking lightmaps to create an area light that follows the shape of a torus." msgstr "" +"Wenn Sie UV2 für primitive Meshes aktivieren, können Sie dafür sorgen, dass " +"sie gebackene Beleuchtung erhalten und zu dieser beitragen. Dies kann in " +"bestimmten Beleuchtungs-Setups verwendet werden. Sie können zum Beispiel " +"einen Torus ausblenden, der nach dem Backen von Lichtkarten ein " +"emittierendes Material hat, um ein Flächenlicht zu erzeugen, das der Form " +"eines Torus folgt." msgid "" "By default, primitive meshes do not have UV2 generated to save resources (as " @@ -250,6 +356,15 @@ msgid "" "edges. If you notice lightmap bleeding on a specific primitive mesh only, " "you may have to increase **UV2 Padding**." msgstr "" +"Standardmäßig wird bei primitiven Meshes kein UV2 erzeugt, um Ressourcen zu " +"sparen (da diese Meshes während des Spiels erstellt werden können). Sie " +"können ein primitives Mesh im Inspektor bearbeiten und **UV2 hinzufügen** " +"aktivieren, damit die Engine prozedural UV2 für ein primitives Mesh " +"generiert. Der Standardwert **UV2-Padding** ist so eingestellt, dass ein " +"Bleeding der Lightmaps weitestgehend vermieden wird, ohne zu viel Platz an " +"den Rändern zu verschwenden. Wenn Sie Lightmap-Bleeding nur bei einem " +"bestimmten primitiven Mesh bemerken, müssen Sie möglicherweise **UV2-" +"Padding** erhöhen." msgid "" "**Lightmap Size Hint** represents the size taken by a single mesh on the " @@ -257,6 +372,11 @@ msgid "" "the **UV2 Padding** value. **Lightmap Size Hint** should not be manually " "changed, as any modifications will be lost when the scene is reloaded." msgstr "" +"**Lightmap-Größenhinweis** stellt die Größe dar, die ein einzelnes Mesh auf " +"der Lightmap-Textur einnimmt. Sie variiert je nach den Eigenschaften der " +"Mesh-Größe und dem Wert **UV2-Padding**. **Lightmap-Größenhinweis** sollte " +"nicht manuell geändert werden, da alle Änderungen verloren gehen, wenn die " +"Szene neu geladen wird." msgid "Checking UV2" msgstr "UV2 überprüfen" @@ -266,6 +386,9 @@ msgid "" "visualized. If something is failing, double-check that the meshes have these " "UV2 coordinates:" msgstr "" +"In dem bereits erwähnten **Mesh**-Menü können die UV2-Texturkoordinaten " +"angezeigt werden. Wenn etwas nicht funktioniert, überprüfen Sie, ob die " +"Meshes diese UV2-Koordinaten haben:" msgid "Setting up the scene" msgstr "Die Szene einrichten" @@ -275,6 +398,9 @@ msgid "" "This will enable light baking on all nodes (and sub-nodes) in that scene, " "even on instanced scenes." msgstr "" +"Bevor etwas getan wird, muss ein **LightmapGI**-Node zu einer Szene " +"hinzugefügt werden. Dadurch wird das Backen von Licht auf allen Nodes (und " +"Unter-Nodes) in dieser Szene aktiviert, auch in instanzierten Szenen." msgid "" "A sub-scene can be instanced several times, as this is supported by the " @@ -282,6 +408,10 @@ msgid "" "with inconsistent lightmap texel scaling, make sure to respect the rule " "about mesh scaling mentioned before." msgstr "" +"Eine Unter-Szene kann mehrfach instanziiert werden, da dies vom Back-" +"Algorithmus unterstützt wird. Jeder Instanz wird eine eigene Lightmap " +"zugewiesen. Um Probleme mit inkonsistenter Texel-Skalierung der Lightmap zu " +"vermeiden, sollten Sie die zuvor erwähnte Regel zur Mesh-Skalierung beachten." msgid "Setting up meshes" msgstr "Meshes einrichten" @@ -291,6 +421,10 @@ msgid "" "to have its bake mode set to **Static**. Meshes that have their bake mode " "set to **Disabled** or **Dynamic** will be ignored by the lightmapper." msgstr "" +"Damit ein **MeshInstance3D** Node am Back-Prozess teilnehmen kann, muss sein " +"Back-Modus auf **Static** eingestellt sein. Meshes, deren Back-Modus auf " +"**Deaktiviert** oder **Dynamisch** eingestellt ist, werden vom Lightmapper " +"ignoriert." msgid "" "When auto-generating lightmaps on scene import, this is enabled " @@ -300,26 +434,25 @@ msgstr "" "automatisch aktiviert." msgid "Setting up lights" -msgstr "Beleuchtung aufsetzen" +msgstr "Lichtquellen einrichten" -#, fuzzy msgid "" "Lights are baked with indirect light only by default. This means that " "shadowmapping and lighting are still dynamic and affect moving objects, but " "light bounces from that light will be baked." msgstr "" -"Beleuchtung wird standardmäßig mit indirektem Licht gebrannt. Dies bedeutet, " -"dass Schattenkarten und Beleuchtung immer noch dynamisch sind und sich auf " -"sich bewegende Objekte auswirken, aber hiervon reflektiertes Licht wird " -"gebrannt." +"Lichtquellen werden standardmäßig mit indirektem Licht gebacken. Dies " +"bedeutet, dass Shadow Maps und Beleuchtung immer noch dynamisch sind und " +"sich auf sich bewegende Objekte auswirken, Licht-Abprälle dieses Lichts " +"werden aber gebacken." msgid "" "Lights can be disabled (no bake) or be fully baked (direct and indirect). " "This can be controlled from the **Bake Mode** menu in lights:" msgstr "" -"Beleuchtung kann deaktiviert (kein brennen) oder vollständig gebrannt werden " -"(direkt und indirekt). Dies kann über das Menü **Brennmodus** in der " -"Beleuchtung gesteuert werden:" +"Lichtquellen können deaktiviert (kein Backen) oder vollständig gebacken " +"werden (direkt und indirekt). Dies kann über das Menü **Back-Modus** in den " +"Lichtquellen gesteuert werden:" msgid "The modes are:" msgstr "Die Modi sind:" @@ -331,12 +464,18 @@ msgid "" "The light is ignored when baking lightmaps. This is the mode to use for " "dynamic lighting effects such as explosions and weapon effects." msgstr "" +"Die Lichtquelle wird beim Backen von Lightmaps ignoriert. Dies ist der " +"richtige Modus für dynamische Lichteffekte wie Explosionen und Waffeneffekte." msgid "" "Hiding a light has no effect on the resulting lightmap bake. This means you " "must use the Disabled bake mode instead of hiding the Light node by " "disabling its **Visible** property." msgstr "" +"Das Ausblenden einer Lichtquelle hat keinen Einfluss auf das Backen der " +"Lightmap. Das bedeutet, dass Sie den Back-Modus \"Deaktiviert\" verwenden " +"müssen, anstatt den Licht-Node durch Deaktivieren seiner **Sichtbar**-" +"Property zu verstecken." msgid "Dynamic" msgstr "Dynamisch" @@ -346,12 +485,20 @@ msgid "" "time friendliness. Only indirect lighting will be baked. Direct light and " "shadows are still real-time, as they would be without LightmapGI." msgstr "" +"Dies ist der Default-Modus, der einen Kompromiss zwischen Performance und " +"Echtzeitfreundlichkeit darstellt. Es wird nur die indirekte Beleuchtung " +"gebacken. Direktes Licht und Schatten sind immer noch in Echtzeit, wie sie " +"es auch ohne LightmapGI wären." msgid "" "This mode allows performing *subtle* changes to a light's color, energy and " "position while still looking fairly correct. For example, you can use this " "to create flickering static torches that have their indirect light baked." msgstr "" +"Mit diesem Modus lassen sich *subtile* Änderungen an Farbe, Energie und " +"Position einer Lichtquelle vornehmen, ohne dass die Darstellung leidet. Sie " +"können damit zum Beispiel flackernde statische Fackeln erstellen, deren " +"indirektes Licht gebacken wird." msgid "Static" msgstr "Statisch" @@ -366,11 +513,24 @@ msgid "" "use a different approach such as blob shadows instead. Blob shadows can be " "implemented with a Decal node." msgstr "" +"Sowohl indirekte als auch direkte Beleuchtung wird gebacken. Da statische " +"Oberflächen Beleuchtungs- und Schattenberechnungen vollständig überspringen " +"können, bietet dieser Modus die beste Performance und gleichmäßige Schatten, " +"die nicht in der Entfernung verblassen. Die Echtzeit-Beleuchtung wirkt sich " +"nicht mehr auf gebackene Oberflächen aus, aber sie wirkt immer noch auf " +"dynamische Objekte. Wenn Sie den Back-Modus **Alle** für eine Lichtquelle " +"verwenden, können dynamische Objekte keine Echtzeitschatten auf gebackene " +"Flächen werfen, so dass Sie stattdessen einen anderen Ansatz wie Blob-" +"Schatten verwenden müssen. Blob-Schatten können mit einem Decal-Node " +"implementiert werden." msgid "" "The light will not be adjustable at all during gameplay. Moving the light or " "changing its color (or energy) will not have any effect on static surfaces." msgstr "" +"Die Lichtquelle ist während des Spiels nicht anpassbar. Das Bewegen der " +"Lichtquelle oder das Ändern ihrer Farbe (oder Energie) hat keine " +"Auswirkungen auf statische Oberflächen." msgid "" "Since bake modes can be adjusted on a per-light basis, it is possible to " @@ -380,6 +540,13 @@ msgid "" "performance while still allowing dynamic objects to cast real-time shadows " "in outdoor areas." msgstr "" +"Da die Back-Modi für jede einzelne Lichtquelle eingestellt werden können, " +"ist es möglich, hybrid gebackene Licht-Setups zu erstellen. Eine beliebte " +"Option ist die Verwendung eines Echtzeit-DirectionalLights, dessen Back-" +"Modus auf **Dynamisch** eingestellt ist, und die Verwendung des Back-Modus " +"**Statisch** für OmniLights und SpotLights. Dies bietet eine gute " +"Performance und ermöglicht gleichzeitig, dass dynamische Objekte in " +"Außenbereichen Echtzeitschatten werfen." msgid "" "Fully baked lights can also make use of light nodes' **Size** (omni/spot) or " @@ -389,23 +556,28 @@ msgid "" "real-time PCSS shadows, as only dynamic objects have real-time shadows " "rendered on them." msgstr "" +"Vollständig gebackene Lichter können auch die Propertys **Größe** (Omni/" +"Spot) oder **Winkelabstand** (gerichtet) der Nodes nutzen. Dies ermöglicht " +"Schatten mit realistischem Halbschatten, der mit zunehmender Entfernung " +"zwischen dem Schattenwerfer und dem Schatten an Größe zunimmt. Dies hat auch " +"geringere Performance-Kosten im Vergleich zu PCSS-Echtzeitschatten, da nur " +"für dynamische Objekte Echtzeitschatten gerendert werden." msgid "Baking" msgstr "Backen" -#, fuzzy msgid "" "To begin the bake process, click the **Bake Lightmaps** button at the top of " "the 3D editor viewport when selecting the LightmapGI node:" msgstr "" -"Um den Brennvorgang zu starten, drücken Sie einfach die große Schaltfläche " -"**LightMaps brennen** oben, wenn Sie den Node ``BakedLightmap`` auswählen:" +"Um den Backvorgang zu starten, klicken Sie auf den **Lightmaps backen**-" +"Buton oben im 3D-Editor, wenn Sie den LightmapGI-Node auswählen:" msgid "" "This can take from seconds to minutes (or hours) depending on scene size, " "bake method and quality selected." msgstr "" -"Dies kann je nach Szenengröße, Brennmethode und gewählter Qualität zwischen " +"Dies kann je nach Szenengröße, Back-Methode und gewählter Qualität zwischen " "Sekunden und Minuten (oder Stunden) dauern." msgid "" @@ -414,14 +586,21 @@ msgid "" "the engine may also crash if the generated texture size is too large (even " "on systems with a lot of video memory)." msgstr "" +"Das Backen von Lightmaps ist ein Prozess, der eine Menge Videospeicher " +"benötigen kann, insbesondere wenn die resultierende Textur groß ist. " +"Aufgrund interner Beschränkungen kann die Engine auch abstürzen, wenn die " +"generierte Texturgröße zu groß ist (selbst auf Systemen mit viel " +"Videospeicher)." msgid "" "To avoid crashes, make sure the lightmap texel size in the Import dock is " "set to a high enough value." msgstr "" +"Um Abstürze zu vermeiden, vergewissern Sie sich, dass die Texelgröße der " +"Lichtkarte im Import-Dock auf einen ausreichend hohen Wert eingestellt ist." msgid "Tweaks" -msgstr "kleine Optimierungen" +msgstr "Optimierungen" msgid "" "**Quality:** Four bake quality modes are provided: Low, Medium, High, and " @@ -430,6 +609,12 @@ msgid "" "emissive materials or areas that get little to no direct lighting. Each bake " "quality mode can be further adjusted in the Project Settings." msgstr "" +"**Qualität:** Es stehen vier Backqualitätsmodi zur Verfügung: Niedrig, " +"Mittel, Hoch und Ultra. Eine höhere Qualität erfordert mehr Zeit, führt aber " +"zu einer besser aussehenden Lightmap mit weniger Rauschen. Der Unterschied " +"macht sich besonders bei emittierenden Materialien oder Bereichen bemerkbar, " +"die wenig oder gar nicht direkt beleuchtet werden. Jeder Modus für die " +"Backqualität kann in den Projekteinstellungen weiter angepasst werden." msgid "" "**Bounces:** The number of bounces to use for indirect lighting. The default " @@ -438,6 +623,11 @@ msgid "" "indirect lighting look smoother (but also possibly brighter depending on " "materials and geometry)." msgstr "" +"**Abprälle:** Die Anzahl der Abprälle, die für die indirekte Beleuchtung " +"verwendet werden. Der Standardwert (``3``) ist ein guter Kompromiss zwischen " +"Backzeit und Qualität. Höhere Werte sorgen dafür, dass das Licht öfter " +"abprallt, bevor es aufhört. Dadurch wirkt die indirekte Beleuchtung weicher " +"(aber je nach Material und Geometrie möglicherweise auch heller)." msgid "" "**Bounce Indirect Energy:** The global multiplier to use when baking lights' " @@ -445,6 +635,11 @@ msgid "" "Values different from ``1.0`` are not physically accurate, but can be used " "for artistic effect." msgstr "" +"**Indirekte Energie abprallen:** Der globale Multiplikator, der beim Backen " +"der indirekten Energie der Lichter verwendet wird. Dieser Wert multipliziert " +"den eigenen **Indirekten Energie**-Wert jedes Lichts. Werte, die von ``1.0`` " +"abweichen, sind physikalisch nicht genau, können aber für künstlerische " +"Effekte verwendet werden." msgid "" "**Directional:** If enabled, stores directional information for lightmaps. " @@ -454,11 +649,21 @@ msgid "" "expensive to render. They also require more time to bake and result in " "larger file sizes." msgstr "" +"**Direktional:** Wenn diese Option aktiviert ist, werden " +"Richtungsinformationen für Lightmaps gespeichert. Dies verbessert das " +"Erscheinungsbild von Normal-Mapping-Materialien für gebackene Oberflächen, " +"insbesondere bei vollständig gebackenen Lichtquellen (da sie auch direktes " +"Licht gebacken haben). Der Nachteil ist, dass direktionale Lightmaps etwas " +"teurer zu rendern sind. Sie benötigen auch mehr Zeit zum Backen und führen " +"zu einer größeren Dateigröße." msgid "" "**Interior:** If enabled, environment lighting will not be sourced. Use this " "for purely indoor scenes to avoid light leaks." msgstr "" +"**Innenbereich:** Wenn diese Option aktiviert ist, wird die " +"Umgebungsbeleuchtung nicht verwendet. Verwenden Sie dies für reine " +"Innenraumszenen, um Lichtlecks zu vermeiden." msgid "" "**Use Texture for Bounces:** If enabled, a texture with the lighting " @@ -467,6 +672,13 @@ msgid "" "light leak artifacts when using low resolution lightmaps or UVs that stretch " "the lightmap significantly across surfaces. Leave this enabled if unsure." msgstr "" +"**Textur für Abprälle verwenden:** Wenn diese Option aktiviert ist, wird " +"eine Textur mit den Beleuchtungsinformationen generiert, um die Generierung " +"der indirekten Beleuchtung zu Lasten der Genauigkeit zu beschleunigen. Die " +"Geometrie kann zusätzliche Lichtleck-Artefakte aufweisen, wenn Lightmaps mit " +"niedriger Auflösung oder UVs verwendet werden, die Lightmaps deutlich über " +"Oberflächen strecken. Lassen Sie diese Option aktiviert, wenn Sie unsicher " +"sind." msgid "" "**Use Denoiser:** If enabled, uses a denoising algorithm to make the " @@ -474,6 +686,11 @@ msgid "" "occasionally introduce artifacts, but the result is often worth it. See :ref:" "`doc_using_lightmap_gi_denoising` for more information." msgstr "" +"**Rauschunterdrückung verwenden:** Wenn diese Option aktiviert ist, wird ein " +"Rauschunterdrückungsalgorithmus verwendet, um das Rauschen der Lightmap " +"deutlich zu reduzieren. Dies erhöht die Backzeiten und kann gelegentlich " +"Artefakte verursachen, aber das Ergebnis ist es oft wert. Siehe :ref:" +"`doc_using_lightmap_gi_denoising` für weitere Informationen." msgid "" "**Denoiser Strength:** The strength of denoising step applied to the " @@ -483,6 +700,13 @@ msgid "" "Filtering)` (:abbr:`OIDN (Open Image Denoise)` does not have a denoiser " "strength setting)." msgstr "" +"**Stärke der Rauschunterdrückung:** Die Stärke der Rauschunterdrückung, die " +"auf die erzeugten Lightmaps angewendet wird. Höhere Werte sind effektiver " +"bei der Entfernung von Rauschen, können aber die Schattendetails für " +"statische Schatten reduzieren. Nur wirksam, wenn die Rauschunterdrückung " +"aktiviert ist und die Rauschunterdrückungsmethode :abbr:`JNLM (Non-Local " +"Means with Joint Filtering)` ist (:abbr:`OIDN (Open Image Denoise)` hat " +"keine Einstellung für die Stärke der Rauschunterdrückung)." msgid "" "**Bias:** The offset value to use for shadows in 3D units. You generally " @@ -491,6 +715,12 @@ msgid "" "affect real-time shadows casted on baked surfaces (for lights with " "**Dynamic** bake mode)." msgstr "" +"**Bias:** Der Offset-Wert, der für Schatten in 3D-Einheiten verwendet wird. " +"Im Allgemeinen müssen Sie diesen Wert nicht ändern, es sei denn, Sie haben " +"nach dem Backen Probleme mit Light Bleeding oder dunklen Flecken in Ihrer " +"Lightmap. Diese Einstellung wirkt sich nicht auf Echtzeitschatten aus, die " +"auf gebackene Oberflächen geworfen werden (für Lichtquellen mit dem Back-" +"Modus **Dynamisch**)." msgid "" "**Max Texture Size:** The maximum texture size for the generated texture " @@ -498,6 +728,11 @@ msgid "" "not work on all hardware as a result of hardware limitations on texture " "sizes. Leave this at its default value of ``16384`` if unsure." msgstr "" +"**Max Texturgröße:** Die maximale Texturgröße für den generierten Textur-" +"Atlas. Höhere Werte führen dazu, dass weniger Slices generiert werden, aber " +"es kann sein, dass sie aufgrund von Hardwarebeschränkungen für Texturgrößen " +"nicht auf jeder Hardware funktionieren. Belassen Sie dies auf dem Default-" +"Wert von ``16384``, wenn Sie unsicher sind." msgid "" "**Environment > Mode:** Controls how environment lighting is sourced when " @@ -507,16 +742,26 @@ msgid "" "Sky** or **Custom Color** to use environment lighting that differs from the " "actual scene's environment sky." msgstr "" +"**Environment > Modus:** Legt fest, wie die Umgebungsbeleuchtung beim Backen " +"von Lightmaps erzeugt wird. Der Default-Wert **Szene** eignet sich für Level " +"mit sichtbaren Außenarealen. Für reine Innenraumszenen setzen Sie diesen " +"Wert auf **Disabled**, um Lichtlecks zu vermeiden und das Backen zu " +"beschleunigen. Dieser Wert kann auch auf **Benutzerdefinierter Himmel** oder " +"**Benutzerdefinierte Farbe** gesetzt werden, um eine Umgebungsbeleuchtung zu " +"verwenden, die sich vom tatsächlichen Umgebungshimmel der Szene " +"unterscheidet." msgid "" "**Gen Probes > Subdiv:** See :ref:`doc_using_lightmap_gi_dynamic_objects`." msgstr "" +"**Gen.-Probes > Unterteilung:** Siehe :ref:" +"`doc_using_lightmap_gi_dynamic_objects`." msgid "**Data > Light Data:** See :ref:`doc_using_lightmap_gi_data`." -msgstr "" +msgstr "**Daten > Lichtdaten:** Siehe :ref:`doc_using_lightmap_gi_data`." msgid "Balancing bake times with quality" -msgstr "" +msgstr "Backzeiten und Qualität in Einklang bringen" msgid "" "Since high-quality bakes can take very long (up to dozens of minutes for " @@ -525,6 +770,12 @@ msgid "" "the quality settings and perform a \"final\" bake before exporting your " "project." msgstr "" +"Da das Backen in hoher Qualität sehr lange dauern kann (bis zu Dutzenden von " +"Minuten bei großen, komplexen Szenen), empfiehlt es sich, zunächst " +"niedrigere Qualitätseinstellungen zu verwenden. Sobald Sie mit dem " +"Beleuchtungs-Setup Ihrer Szene zufrieden sind, erhöhen Sie die " +"Qualitätseinstellungen und führen einen \"finalen\" Backvorgang durch, bevor " +"Sie Ihr Projekt exportieren." msgid "" "Reducing the lightmap resolution by increasing **Lightmap Texel Size** on " @@ -532,9 +783,14 @@ msgid "" "this will require you to reimport all lightmapped 3D scenes before you can " "bake lightmaps again." msgstr "" +"Das Verringern der Lightmap-Auflösung durch Erhöhen der **Lightmap-Texel-" +"Größe** in den importierten 3D-Szenen wird das Backen ebenfalls erheblich " +"beschleunigen. Dies erfordert jedoch, dass Sie alle mit Lichtkarten " +"versehenen 3D-Szenen erneut importieren, bevor Sie erneut Lichtkarten backen " +"können." msgid "Denoising" -msgstr "" +msgstr "Rauschunterdrückung" msgid "" "Since baking lightmaps relies on raytracing, there will always be visible " @@ -543,14 +799,23 @@ msgid "" "small openings where the sunlight can enter. Noise can be reduced by " "increasing bake quality, but doing so will increase bake times significantly." msgstr "" +"Da das Backen von Lightmaps auf Raytracing beruht, wird in der \"rohen\" " +"gebackenen Lightmap immer sichtbares Rauschen vorhanden sein. Das Rauschen " +"ist vor allem in Bereichen sichtbar, die nur schwer von gebündeltem Licht " +"erreicht werden können, z.B. in Innenräumen mit kleinen Öffnungen, durch die " +"das Sonnenlicht eindringen kann. Das Rauschen kann durch Erhöhen der " +"Backqualität reduziert werden, allerdings verlängert sich dadurch die " +"Backzeit erheblich." msgid "Comparison between denoising disabled and enabled" -msgstr "" +msgstr "Vergleich zwischen deaktivierter und aktivierter Rauschunterdrückung" msgid "" "Comparison between denoising disabled and enabled (with the default JNLM " "denoiser)." msgstr "" +"Vergleich zwischen deaktivierter und aktivierter Rauschunterdrückung (mit " +"dem Default-JNLM-Denoiser)." msgid "" "To combat noise without increasing bake times too much, a denoiser can be " @@ -558,9 +823,14 @@ msgid "" "detects patterns of noise and softens them while attempting to best preseve " "detail. Godot offers two denoising algorithms:" msgstr "" +"Um das Rauschen zu verringern, ohne die Backzeiten zu sehr zu verlängern, " +"kann ein Denoiser verwendet werden. Ein Denoiser ist ein Algorithmus, der " +"auf der endgültigen gebackenen Lightmap läuft, Rauschmuster erkennt und sie " +"abschwächt, während er versucht, die Details bestmöglich zu erhalten. Godot " +"bietet zwei Rauschunterdrückungsalgorithmen:" msgid "JNLM (Non-Local Means with Joint Filtering)" -msgstr "" +msgstr "JNLM (Non-Local Means mit Joint Filtering)" msgid "" "JNLM is the default denoising method and is included in Godot. It uses a " @@ -569,6 +839,12 @@ msgid "" "can run Godot 4's Vulkan-based rendering methods. No additional setup is " "required." msgstr "" +"JNLM ist die Default-Rauschunterdrückungsmethode und ist in Godot enthalten. " +"Sie verwendet einen einfachen, aber effizienten " +"Rauschunterdrückungsalgorithmus, der als *non-local means* bekannt ist. JNLM " +"wird auf der GPU unter Verwendung eines Compute-Shaders ausgeführt und ist " +"mit jeder GPU kompatibel, die mit den Vulkan-basierten Rendering-Methoden " +"von Godot 4 umgehen kann. Es ist keine zusätzliche Einrichtung erforderlich." msgid "" "JNLM's denoising can be adjusted using the **Denoiser Strength** property " @@ -576,32 +852,48 @@ msgid "" "effective at removing noise, at the cost of suppressing shadow detail for " "static shadows." msgstr "" +"Die Rauschunterdrückung von JNLM kann mit der Property " +"**Rauschunterdrückungs-Stärke** angepasst werden, die sichtbar ist, wenn " +"**Rauschunterdrückung verwenden** aktiviert ist. Höhere Werte können bei der " +"Entfernung von Rauschen effektiver sein, allerdings auf Kosten der " +"Unterdrückung von Schattendetails bei statischen Schatten." msgid "Comparison between JNLM denoiser strength values" -msgstr "" +msgstr "Vergleich verschiedener Werte der Rauschunterdrückungs-Stärke bei JNLM" msgid "" "Comparison between JNLM denoiser strength values. Higher values can reduce " "detail." msgstr "" +"Vergleich verschiedener Werte der Rauschunterdrückungs-Stärke für JNLM. " +"Höhere Werte können Details reduzieren." msgid "OIDN (Open Image Denoise)" -msgstr "" +msgstr "OIDN (Open Image Denoise)" msgid "" "Unlike JNLM, OIDN uses a machine learning approach to denoising lightmaps. " "It features a model specifically trained to remove noise from lightmaps " "while preserving more shadow detail in most scenes compared to JNLM." msgstr "" +"Im Gegensatz zu JNLM verwendet OIDN einen Ansatz des maschinellen Lernens " +"zur Rauschunterdrückung von Lightmaps. Es verfügt über ein speziell " +"trainiertes Modell zur Entfernung von Rauschen aus Lightmaps, wobei im " +"Vergleich zu JNLM in den meisten Szenen mehr Schattendetails erhalten " +"bleiben." msgid "" "OIDN can run on the GPU if hardware acceleration is configured. With a " "modern high-end GPU, this can provide a speedup of over 50× over CPU-based " "denoising:" msgstr "" +"OIDN kann auf der GPU ausgeführt werden, wenn die Hardware-Beschleunigung " +"konfiguriert ist. Mit einem modernen High-End-Grafikprozessor kann dies " +"einen Geschwindigkeitszuwachs von mehr als dem 50-fachen der CPU-basierten " +"Rauschunterdrückung ermöglichen:" msgid "On AMD GPUs, HIP must be installed and configured." -msgstr "" +msgstr "Auf AMD-GPUs muss HIP installiert und konfiguriert werden." msgid "" "On NVIDIA GPUs, CUDA must be installed and configured. This may " @@ -609,9 +901,14 @@ msgid "" "may not be installed by default. Double-check that the CUDA packages from " "your Linux distribution are installed." msgstr "" +"Auf NVIDIA-GPUs muss CUDA installiert und konfiguriert werden. Dies kann " +"automatisch durch das NVIDIA-Installationsprogramm erfolgen, aber unter " +"Linux werden die CUDA-Bibliotheken möglicherweise nicht standardmäßig " +"installiert. Vergewissern Sie sich, dass die CUDA-Pakete aus Ihrer Linux-" +"Distribution installiert sind." msgid "On Intel GPUs, SYCL must be installed and configured." -msgstr "" +msgstr "Auf Intel-GPUs muss SYCL installiert und konfiguriert werden." msgid "" "If hardware acceleration is not available, OIDN will fall back to " @@ -621,6 +918,13 @@ msgid "" "is shown in the Godot editor. The ``nvidia-smi`` command line tool can be " "useful for this." msgstr "" +"Wenn keine Hardware-Beschleunigung verfügbar ist, greift OIDN auf die CPU-" +"basierte Rauschunterdrückung mit Multithreading zurück. Um zu überprüfen, ob " +"die GPU-basierte Rauschunterdrückung funktioniert, verwenden Sie einen GPU-" +"Auslastungsmonitor, während Sie Lightmaps backen, und beobachten Sie die " +"prozentuale GPU-Auslastung und die VRAM-Auslastung, während der " +"Rauschunterdrückungsschritt im Godot-Editor angezeigt wird. Das " +"Kommandozeilen-Tool ``nvidia-smi`` kann hierfür nützlich sein." msgid "" "OIDN is not included with Godot due to its relatively large download size. " @@ -631,6 +935,13 @@ msgid "" "This executable is located within the ``bin`` folder of the binary package " "you extracted." msgstr "" +"OIDN ist aufgrund seiner relativ großen Downloadgröße nicht im Lieferumfang " +"von Godot enthalten. Sie können vorkompilierte OIDN-Binärpakete von der " +"`Website `__ herunterladen. " +"Entpacken Sie das Paket an einen Ort auf Ihrem PC und geben Sie dann den " +"Pfad zur ausführbaren Datei ``oidnDenoise`` in den Editoreinstellungen an " +"(**Dateisystem > Tools > Oidn> Pfad Oidn Rauschunterdrückung**). Diese " +"ausführbare Datei befindet sich im Ordner ``bin`` des entpackten Binärpakets." msgid "" "After specifying the path to the OIDN denoising executable, change the " @@ -638,6 +949,11 @@ msgid "" "Lightmapping > Denoiser** to **OIDN**. This will affect all lightmap bakes " "on this project after the setting is changed." msgstr "" +"Nachdem Sie den Pfad zur ausführbaren OIDN-Rauschunterdrückung angegeben " +"haben, ändern Sie die Rauschunterdrückungsmethode in den " +"Projekteinstellungen, indem Sie **Rendern > Lightmapping > " +"Rauschunterdrückung** auf **OIDN** setzen. Dies wirkt sich auf alle Lightmap-" +"Backvorgänge in diesem Projekt aus, nachdem die Einstellung geändert wurde." msgid "" "The denoising method is configured in the project settings instead of the " @@ -645,14 +961,22 @@ msgid "" "same project are assured to be using the same denoising method for " "consistent results." msgstr "" +"Die Methode der Rauschunterdrückung wird in den Projekteinstellungen und " +"nicht in den Editoreinstellungen konfiguriert. Auf diese Weise wird " +"sichergestellt, dass verschiedene Teammitglieder, die an demselben Projekt " +"arbeiten, dieselbe Rauschunterdrückungsmethode verwenden, um konsistente " +"Ergebnisse zu erzielen." msgid "Comparison between JNLM and OIDN denoisers" -msgstr "" +msgstr "Vergleich zwischen JNLM- und OIDN-Rauschunterdrückung" msgid "" "Comparison between JNLM and OIDN denoisers. Notice how OIDN better preserves " "detail and reduces seams across different objects." msgstr "" +"Vergleich zwischen den JNLM und OIDN-Denoisern. Beachten Sie, dass OIDN " +"Details besser bewahrt und Nahtstellen zwischen verschiedenen Objekten " +"reduziert." msgid "Dynamic objects" msgstr "Dynamische Objekte" @@ -662,6 +986,9 @@ msgid "" "differently compared to static objects. This is because lightmapping is only " "performed on static objects." msgstr "" +"Im Gegensatz zu VoxelGI und SDFGI erhalten dynamische Objekte eine andere " +"indirekte Beleuchtung als statische Objekte. Dies liegt daran, dass " +"Lightmapping nur bei statischen Objekten durchgeführt wird." msgid "" "To display indirect lighting on dynamic objects, a 3D probe system is used, " @@ -671,11 +998,16 @@ msgid "" "that have their bake mode set to **Static** (as dynamic objects continue to " "be lit in real-time)." msgstr "" +"Um indirekte Beleuchtung auf dynamischen Objekten darzustellen, wird ein 3D-" +"Probe-System verwendet, bei dem die Light-Probes über die gesamte Szene " +"verteilt sind. Beim Backen von Lightmaps berechnet der Lightmapper die Menge " +"des *indirekten* Lichts, das von der Probe empfangen wird. Direktes Licht " +"wird nicht in Light-Probes gespeichert, auch nicht für Lichter, deren " +"Backmodus auf **Statisch** eingestellt ist (da dynamische Objekte weiterhin " +"in Echtzeit beleuchtet werden)." -#, fuzzy msgid "There are 2 ways to add light probes to a scene:" -msgstr "" -"Es gibt zwei Möglichkeiten, ein Projekt für einen Server zu exportieren:" +msgstr "Es gibt 2 Möglichkeiten, Light-Probes zu einer Szene hinzuzufügen:" msgid "" "**Automatic:** Set **Gen Probes > Subdiv** to a value other than " @@ -683,6 +1015,11 @@ msgid "" "a greater value to improve precision at the cost of longer bake times and " "larger output file size." msgstr "" +"**Automatisch:** Setzen Sie **Gen.-Probes > Unterteilung** auf einen anderen " +"Wert als **Deaktiviert**, und backen Sie dann die Lightmaps. Der " +"Standardwert ist ``8``, aber Sie können einen höheren Wert wählen, um die " +"Präzision auf Kosten längerer Backzeiten und größerer Ausgabedateien zu " +"verbessern." msgid "" "**Manual:** In addition or as an alternative to generating probes " @@ -692,21 +1029,34 @@ msgid "" "placing LightmapProbe nodes in the scene, you must bake lightmaps again for " "them to be effective." msgstr "" +"**Manuell:** Zusätzlich oder alternativ zur automatischen Erzeugung von " +"Probes können Sie Lightprobes manuell hinzufügen, indem Sie :ref:" +"`class_LightmapProbe` Nodes in die Szene einfügen. Dies kann verwendet " +"werden, um die Beleuchtungsdetails in Bereichen zu verbessern, die häufig " +"von dynamischen Objekten durchlaufen werden. Nachdem Sie LightmapProbe-Nodes " +"in der Szene platziert haben, müssen Sie die Lightmaps erneut backen, damit " +"sie wirksam werden." msgid "" "After baking lightmaps, you will notice white spheres in the 3D scene that " "represent how baked lighting will affect dynamic objects. These spheres do " "**not** appear in the running project." msgstr "" +"Nach dem Backen von Lightmaps werden Sie in der 3D-Szene weiße Kugeln sehen, " +"die darstellen, wie sich die gebackene Beleuchtung auf dynamische Objekte " +"auswirkt. Diese Kugeln erscheinen **nicht** im laufenden Projekt." msgid "" "If you want to hide these spheres in the editor, toggle **View > Gizmos > " "LightmapGI** at the top of the 3D editor (a \"closed eye\" icon indicates " "the gizmo is hidden)." msgstr "" +"Wenn Sie diese Kugeln im Editor ausblenden möchten, schalten Sie **Ansicht > " +"Gizmos > LightmapGI** oben im 3D-Editor ein (das \"geschlossenes Auge\"-" +"Symbol zeigt an, dass das Gizmo ausgeblendet ist)." msgid "Lightmap data" -msgstr "" +msgstr "Lightmap-Daten" msgid "" "The **Data > Light Data** property in the LightmapGI node contains the " @@ -716,12 +1066,35 @@ msgid "" "external binary ``.lmbake`` file to avoid bloating the ``.tscn`` scene with " "binary data encoded in Base64." msgstr "" +"Die **Daten > Lichtdaten**-Property im LightmapGI-Node enthält die Lightmap-" +"Daten nach dem Backen. Texturen werden auf der Festplatte gespeichert, aber " +"dies enthält auch die Erfassungsdaten für dynamische Objekte, die sehr " +"speicherintensiv sein können. Wenn Sie eine Szene im ``.tscn``-Format " +"verwenden, sollten Sie diese Ressource in einer externen binären ``.lmbake``-" +"Datei speichern, um zu vermeiden, dass die ``.tscn``-Szene mit in Base64 " +"kodierten Binärdaten aufgebläht wird." msgid "" "The generated EXR file can be viewed and even edited using an image editor " "to perform post-processing if needed. However, keep in mind that changes to " "the EXR file will be lost when baking lightmaps again." msgstr "" +"Die erzeugte EXR-Datei kann mit einem Bildbearbeitungsprogramm angezeigt und " +"sogar bearbeitet werden, um bei Bedarf Nachbearbeitungen durchzuführen. " +"Beachten Sie jedoch, dass Änderungen an der EXR-Datei beim erneuten Backen " +"von Lightmaps verloren gehen." + +#, fuzzy +msgid "Reducing LightmapGI artifacts" +msgstr "Reduzierung von VoxelGI-Lichtlecks und Artefakten" + +msgid "" +"If you notice LightmapGI nodes popping in and out of existence as the camera " +"moves, this is most likely because the engine is rendering too many " +"LightmapGI instances at once. Godot is limited to rendering 8 LightmapGI " +"nodes at once, which means up to 8 instances can be in the camera view " +"before some of them will start flickering." +msgstr "" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po index 76a5e9262a..d136863900 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,6 +25,10 @@ msgid "" "available in Godot 4.0. It provides semi-real-time global illumination that " "scales to any world size and works with procedurally generated levels." msgstr "" +"Signed Distance Field Global Illumination (SDFGI) ist eine neue Technik, die " +"in Godot 4.0 verfügbar ist. Sie bietet eine Global Illumination in Semi-" +"Echtzeit, die auf jede Weltgröße skalierbar ist und mit prozedural " +"generierten Ebenen funktioniert." msgid "" "SDFGI supports dynamic lights, but *not* dynamic occluders or dynamic " @@ -32,6 +36,11 @@ msgid "" "ref:`baked lightmaps `, but worse real-time ability " "than :ref:`VoxelGI `." msgstr "" +"SDFGI unterstützt dynamische Lichter, aber *nicht* dynamische Occluder oder " +"dynamische emittierende Oberflächen. Daher bietet SDFGI eine bessere " +"Echtzeitfähigkeit als :ref:`gebackene Lightmaps `, " +"aber eine schlechtere Echtzeitfähigkeit als :ref:`VoxelGI " +"`." msgid "" "From a performance standpoint, SDFGI is one of the most demanding global " @@ -39,79 +48,108 @@ msgid "" "settings available to tweak its performance requirements at the cost of " "quality." msgstr "" +"In Bezug auf die Performance ist SDFGI eine der anspruchsvollsten Global " +"Illumination-Methoden in Godot. Wie bei VoxelGI gibt es noch viele " +"Einstellungen, um die Performance-Anforderungen auf Kosten der Qualität zu " +"optimieren." msgid "" "SDFGI is only supported when using the Forward Plus rendering backend, not " "the Forward Mobile or Compatibility backends." msgstr "" +"SDFGI wird nur unterstützt, wenn das Forward Plus Rendering-Backend " +"verwendet wird, nicht das Forward Mobile oder Kompatibilität-Backend." msgid "" "Not sure if SDFGI is suited to your needs? See :ref:" "`doc_introduction_to_global_illumination_comparison` for a comparison of GI " "techniques available in Godot 4." msgstr "" +"Sie sind nicht sicher, ob SDFGI für Ihre Bedürfnisse geeignet ist? Unter :" +"ref:`doc_introduction_to_global_illumination_comparison` finden Sie einen " +"Vergleich der in Godot 4 verfügbaren GI-Techniken." msgid "Visual comparison" msgstr "Visueller Vergleich" msgid "SDFGI disabled." -msgstr "SDFGI Deaktiviert." +msgstr "SDFGI deaktiviert." msgid "SDFGI enabled." -msgstr "" +msgstr "SDFGI aktiviert." -#, fuzzy msgid "Setting up SDFGI" -msgstr "Einrichtung" +msgstr "SDFGI einrichten" msgid "" "In Godot, SDFGI is the global illumination technique with the fewest " "required steps to enable:" msgstr "" +"In Godot ist SDFGI die Global Illumination-Technik mit den wenigsten " +"erforderlichen Schritten um es zu aktivieren:" msgid "" "Make sure your MeshInstance nodes have their **Global Illumination > Mode** " "property set to **Static** in the inspector." msgstr "" +"Vergewissern Sie sich, dass die Property **Global Illumination > Mode** " +"Ihrer MeshInstance-Nodes im Inspektor auf **Statisch** gesetzt ist." msgid "" "For imported 3D scenes, the bake mode can be configured in the Import dock " "after selecting the 3D scene file in the FileSystem dock." msgstr "" +"Für importierte 3D-Szenen kann der Back-Modus im Import-Dock konfiguriert " +"werden, nachdem die 3D-Szenendatei im Dateisystem-Dock ausgewählt wurde." msgid "Add a WorldEnvironment node and create an Environment resource for it." msgstr "" +"Fügen Sie einen WorldEnvironment-Node hinzu und erstellen Sie eine " +"Environment-Ressource für ihn." msgid "" "Edit the Environment resource, scroll down to the **SDFGI** section and " "unfold it." msgstr "" +"Bearbeiten Sie die Ressource Environment, scrollen Sie zum Abschnitt " +"**SDFGI** und klappen Sie ihn aus." msgid "" "Enable **SDFGI > Enabled**. SDFGI will automatically follow the camera when " "it moves, so you do not need to configure extents (unlike VoxelGI)." msgstr "" +"Aktivieren Sie **SDFGI > Aktiviert**. SDFGI folgt der Kamera automatisch, " +"wenn sie sich bewegt, so dass Sie keine Ausmaße konfigurieren müssen (im " +"Gegensatz zu VoxelGI)." -#, fuzzy msgid "Environment SDFGI properties" -msgstr "Umgebungs-Einstellungen" +msgstr "Environment-SDFGI-Propertys" msgid "" "In the Environment resource, there are several properties available to " "adjust SDFGI appearance and quality:" msgstr "" +"In der Ressource Environment stehen mehrere Propertys zur Verfügung, um das " +"Aussehen und die Qualität von SDFGI anzupassen:" msgid "" "**Use Occlusion:** If enabled, SDFGI will throw additional rays to find and " "reduce light leaks. This has a performance cost, so only enable this " "property if you actually need it." msgstr "" +"**Occlusion verwenden:** Wenn diese Property aktiviert ist, wirft SDFGI " +"zusätzliche Strahlen, um Lichtlecks zu finden und zu reduzieren. Dies geht " +"zu Lasten der Performance, daher sollten Sie diese Property nur aktivieren, " +"wenn Sie sie tatsächlich benötigen." msgid "" "**Read Sky Light:** If enabled, the environment lighting is represented in " "the global illumination. This should be enabled in outdoor scenes and " "disabled in fully indoor scenes." msgstr "" +"**Himmelslicht lesen:** Wenn aktiviert, wird die Umgebungsbeleuchtung in der " +"Global Illumination dargestellt. Diese Funktion sollte in Außenszenen " +"aktiviert und in Innenszenen deaktiviert sein." msgid "" "**Bounce Feedback:** By default, indirect lighting only bounces once when " @@ -125,6 +163,18 @@ msgid "" "uniform-looking lighting. If your lighting ends up looking too bright as a " "result, decrease **Energy** to compensate." msgstr "" +"**Abprall-Feedback:** Standardmäßig wird die indirekte Beleuchtung bei " +"Verwendung von SDFGI nur einmal abgeprallt. Wenn Sie diesen Wert auf mehr " +"als ``0.0`` setzen, wird SDFGI mehr als einmal abprallen, was eine " +"realistischere indirekte Beleuchtung zu einem geringen Performance-Aufwand " +"ermöglicht. Sinnvolle Werte liegen normalerweise zwischen ``0.3`` und " +"``1.0``, abhängig von der Szene. Beachten Sie, dass in manchen Szenen Werte " +"über ``0.5`` zu unendlichen Rückkopplungsschleifen führen können, wodurch " +"die Szene innerhalb weniger Sekunden extrem hell wird. Wenn Ihre indirekte " +"Beleuchtung \"fleckig\" aussieht, sollten Sie diesen Wert über ``0.0`` " +"erhöhen, um eine gleichmäßigere Beleuchtung zu erhalten. Wenn Ihre " +"Beleuchtung dadurch zu hell erscheint, verringern Sie **Energie**, um dies " +"auszugleichen." msgid "" "**Cascades:** Higher values result in more detailed GI information (and/or " @@ -133,6 +183,11 @@ msgid "" "when the camera moves fast, so consider decreasing this to ``4`` or lower if " "your camera moves fast." msgstr "" +"**Kaskaden:** Höhere Werte führen zu detaillierteren GI-Informationen (und/" +"oder größerer maximaler Entfernung), sind aber deutlich teurer für CPU und " +"GPU. Die Performance-Kosten für mehr Kaskaden steigen vor allem, wenn sich " +"die Kamera schnell bewegt, daher sollten Sie in Erwägung ziehen, diesen Wert " +"auf ``4`` oder niedriger zu setzen, wenn sich Ihre Kamera schnell bewegt." msgid "" "**Min Cell Size:** The minimum SDFGI cell size to use for the nearest, most " @@ -140,6 +195,11 @@ msgid "" "reflection at the cost of lower performance. Adjusting this setting also " "affects **Cascade 0 Distance** and **Max Distance** automatically." msgstr "" +"**Min. Zellengröße:** Die minimale SDFGI-Zellengröße, die für die " +"nächstgelegene, detaillierteste Kaskade verwendet wird. Niedrigere Werte " +"führen zu einer genaueren indirekten Beleuchtung und Reflexion auf Kosten " +"einer geringeren Performance. Die Anpassung dieser Einstellung wirkt sich " +"auch automatisch auf **Kaskade 0 Abstand** und **Max Abstand** aus." msgid "" "**Cascade 0 Distance:** The distance at which the nearest, most detailed " @@ -148,6 +208,12 @@ msgid "" "cascade. Adjusting this setting also affects **Min Cell Size** and **Max " "Distance** automatically." msgstr "" +"**Kaskade 0 Abstand:** Der Abstand, bei dem die nächstgelegene, " +"detaillierteste Kaskade endet. Größere Werte machen den Übergang der " +"nächstgelegenen Kaskade weniger auffällig, allerdings auf Kosten eines " +"geringeren Detailgrads in der nächstgelegenen Kaskade. Die Anpassung dieser " +"Einstellung wirkt sich auch automatisch auf **Min Zellengröße** und **Max " +"Distanz** aus." msgid "" "**Max Distance:** Controls how far away the signed distance field will be " @@ -157,6 +223,13 @@ msgid "" "Adjusting this setting also affects **Min Cell Size** and **Cascade 0 " "Distance** automatically." msgstr "" +"**Max Distanz:** Legt fest, wie weit entfernt das Signed Distance Field " +"berechnet wird (für die am wenigsten detaillierte Kaskade). Über diese " +"Entfernung hinaus hat SDFGI keine Wirkung. Dieser Wert sollte immer unter " +"dem Far-Wert der Kamera liegen, da die Berechnung von SDFGI über die " +"Sichtentfernung hinaus keinen Nutzen hat. Die Anpassung dieser Einstellung " +"wirkt sich auch automatisch auf **Min Zellengröße** und **Kaskade 0 " +"Distanz** aus." msgid "" "**Y Scale:** Controls how far apart SDFGI probes are spread *vertically*. By " @@ -165,9 +238,17 @@ msgid "" "``50%`` can provide better quality and reduce light leaks without impacting " "performance." msgstr "" +"**Y-Skalierung:** Legt fest, wie weit die SDFGI-Probes *vertikal* verteilt " +"werden. Standardmäßig ist die vertikale Verteilung die gleiche wie die " +"horizontale. Da die meisten Spielszenen jedoch nicht sehr vertikal sind, " +"kann die Einstellung der Y-Skalierung auf ``75%`` oder sogar ``50%`` eine " +"bessere Qualität liefern und Lichtlecks reduzieren, ohne die Performance zu " +"beeinträchtigen." msgid "**Energy:** The brightness multiplier for SDFGI's indirect lighting." msgstr "" +"**Energie:** Der Helligkeitsmultiplikator für die indirekte Beleuchtung von " +"SDFGI." msgid "" "**Normal Bias:** The normal bias to use for SDFGI's probe ray bounces. " @@ -176,15 +257,23 @@ msgid "" "increasing the bias too much for no reason. Increase this value if you " "notice striping artifacts in indirect lighting or reflections." msgstr "" +"**Normalen-Bias:** Der Normalen-Bias, der für SDFGI's Probe-Strahlen-" +"Abprälle verwendet wird. Im Gegensatz zu **Probe-Bias** wird hier der Wert " +"nur im Verhältnis zu den Normalen des Meshes erhöht. Dies macht die " +"Anpassung der Verzerrung differenzierter und verhindert, dass die Verzerrung " +"ohne Grund zu stark erhöht wird. Erhöhen Sie diesen Wert, wenn Sie Striping-" +"Artefakte bei indirekter Beleuchtung oder Reflektionen feststellen." msgid "" "**Probe Bias:** The bias to use for SDFGI's probe ray bounces. Increase this " "value if you notice striping artifacts in indirect lighting or reflections." msgstr "" +"**Probe-Bias:** Der Bias, der für SDFGI's Probe Strahlen-Abprälle verwendet " +"wird. Erhöhen Sie diesen Wert, wenn Sie Striping-Artefakte bei indirekter " +"Beleuchtung oder Reflektionen feststellen." -#, fuzzy msgid "SDFGI interaction with lights and objects" -msgstr "Mit Licht interagieren" +msgstr "SDFGI Interaktion mit Lichtern und Objekten" msgid "" "The amount of indirect energy emitted by a light is governed by its color, " @@ -193,22 +282,34 @@ msgid "" "by the light, adjust the **Indirect Energy** property in the Light3D " "inspector." msgstr "" +"Die Menge an indirekter Energie, die von einem Licht ausgestrahlt wird, wird " +"durch die Propertys Farbe, Energie *und* indirekte Energie bestimmt. Um ein " +"bestimmtes Licht dazu zu bringen, mehr oder weniger indirekte Energie zu " +"emittieren, ohne die Menge an direktem Licht, das von dem Licht emittiert " +"wird, zu beeinflussen, passen Sie die Property **Indirekte Energie** im " +"Light3D Inspektor an." msgid "" "To ensure correct visuals when using SDFGI, you must configure your meshes " "and lights' global illumination properties according to their *purpose* in " "the scene (static or dynamic)." msgstr "" +"Um bei der Verwendung von SDFGI eine korrekte Darstellung zu gewährleisten, " +"müssen Sie die Property für die Global Illumination Ihrer Meshes und Lichter " +"entsprechend ihrem *Zweck* in der Szene (statisch oder dynamisch) " +"konfigurieren." -#, fuzzy msgid "There are 3 global illumination modes available for meshes:" -msgstr "Hierfür stehen vier Makros zur Verfügung:" +msgstr "Es sind 3 Global Illumination-Modi für Meshes verfügbar:" msgid "" "**Disabled:** The mesh won't be taken into account in SDFGI generation. The " "mesh will receive indirect lighting from the scene, but it will not " "contribute indirect lighting to the scene." msgstr "" +"**Deaktiviert:** Das Mesh wird bei der SDFGI-Generierung nicht " +"berücksichtigt. Das Mesh erhält zwar indirekte Beleuchtung von der Szene, " +"trägt aber nicht zur indirekten Beleuchtung der Szene bei." msgid "" "**Static (default):** The mesh will be taken into account in SDFGI " @@ -218,6 +319,13 @@ msgid "" "to regenerate. Alternatively, SDFGI can be toggled off and back on. If " "neither is done, indirect lighting will look incorrect." msgstr "" +"**Statisch (Default):** Das Mesh wird bei der SDFGI-Generierung " +"berücksichtigt. Das Mesh empfängt *und* trägt zur indirekten Beleuchtung der " +"Szene bei. Wenn das Mesh in irgendeiner Weise verändert wird, nachdem SDFGI " +"generiert wurde, muss sich die Kamera vom Objekt entfernen und dann wieder " +"in die Nähe des Objekts bewegen, damit SDFGI neu generiert werden kann. " +"Alternativ kann SDFGI auch aus- und wieder eingeschaltet werden. Wenn beides " +"nicht gemacht wird, sieht die indirekte Beleuchtung nicht korrekt aus." msgid "" "**Dynamic (not supported with SDFGI):** The mesh won't be taken into account " @@ -225,16 +333,25 @@ msgid "" "but it will not contribute indirect lighting to the scene. *This acts " "identical to the **Disabled** bake mode when using SDFGI.*" msgstr "" +"**Dynamisch (nicht unterstützt mit SDFGI):** Das Mesh wird bei der SDFGI-" +"Generierung nicht berücksichtigt. Das Mesh wird von der Szene indirekt " +"beleuchtet, aber es trägt nicht zur indirekten Beleuchtung der Szene bei. " +"*Dies ist identisch mit dem Back-Modus **Disabled** bei Verwendung von SDFGI." +"*" msgid "" "Additionally, there are 3 bake modes available for lights " "(DirectionalLight3D, OmniLight3D and SpotLight3D):" msgstr "" +"Zusätzlich gibt es 3 Back-Modi für Lichter (DirectionalLight3D, OmniLight3D " +"und SpotLight3D):" msgid "" "**Disabled:** The light won't be taken into account for SDFGI baking. The " "light won't contribute indirect lighting to the scene." msgstr "" +"**Deaktiviert:** Das Licht wird beim SDFGI-Backen nicht berücksichtigt. Das " +"Licht trägt nicht zur indirekten Beleuchtung der Szene bei." msgid "" "**Static:** The light will be taken into account for SDFGI baking. The light " @@ -243,6 +360,12 @@ msgid "" "moves away from the light and back (which causes SDFGI to be baked again). " "will look incorrect. If in doubt, use this mode for level lighting." msgstr "" +"**Statisch:** Das Licht wird beim SDFGI-Backen berücksichtigt. Das Licht " +"trägt zur indirekten Beleuchtung der Szene bei. Wenn das Licht nach dem " +"Backen in irgendeiner Weise verändert wird, sieht die indirekte Beleuchtung " +"falsch aus, bis sich die Kamera vom Licht weg und wieder zurück bewegt (was " +"dazu führt, dass SDFGI erneut gebacken wird). Im Zweifelsfall sollten Sie " +"diesen Modus für Level-Beleuchtung verwenden." msgid "" "**Dynamic (default):** The light won't be taken into account for SDFGI " @@ -251,6 +374,11 @@ msgid "" "global illumination mode on lights that will change significantly during " "gameplay." msgstr "" +"**Dynamisch (Standard):** Das Licht wird beim SDFGI-Backen nicht " +"berücksichtigt, trägt aber dennoch in Echtzeit zur indirekten Beleuchtung " +"der Szene bei. Diese Option ist im Vergleich zu **Statisch** langsamer. " +"Verwenden Sie den Modus **Dynamisch** für Global Illumination nur bei " +"Lichtern, die sich während des Spiels stark verändern." msgid "" "The amount of indirect energy emitted by a light depends on its color, " @@ -259,25 +387,39 @@ msgid "" "by the light, adjust the **Indirect Energy** property in the Light3D " "inspector." msgstr "" +"Die Menge an indirekter Energie, die von einem Licht ausgestrahlt wird, " +"hängt von den Propertys Farbe, Energie *und* indirekte Energie ab. Um ein " +"bestimmtes Licht dazu zu bringen, mehr oder weniger indirekte Energie zu " +"emittieren, ohne die Menge an direktem Licht, das von dem Licht emittiert " +"wird, zu beeinflussen, passen Sie die Property **Indirekte Energie** im " +"Light3D Inspektor an." msgid "" "See :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " "for general usage recommendations." msgstr "" +"Siehe :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " +"für allgemeine Anwendungsempfehlungen." msgid "Adjusting SDFGI performance and quality" -msgstr "" +msgstr "Anpassung der Performance und Qualität von SDFGI" msgid "" "Since SDFGI is relatively demanding, it will perform best on systems with " "recent dedicated GPUs. On older dedicated GPUs and integrated graphics, " "tweaking the settings is necessary to achieve reasonable performance." msgstr "" +"Da SDFGI relativ anspruchsvoll ist, erzielt es die beste Performance auf " +"Systemen mit modernen dedizierten GPUs. Bei älteren dedizierten " +"Grafikprozessoren und integrierten Grafikchips ist eine Anpassung der " +"Einstellungen erforderlich, um eine angemessene Performance zu erzielen." msgid "" "In the Project Settings' **Rendering > Global Illumination** section, SDFGI " "quality can also be adjusted in several ways:" msgstr "" +"Im Abschnitt **Rendern > Global Illumination** der Projekteinstellungen kann " +"die SDFGI-Qualität ebenfalls auf mehrere Arten angepasst werden:" msgid "" "**Sdfgi > Probe Ray Count:** Higher values result in better quality, at the " @@ -285,6 +427,11 @@ msgid "" "surfaces to have visible \"splotches\" of indirect lighting on them due to " "the number of rays thrown being very low." msgstr "" +"**Sdfgi > Probe-Strahlenanzahl:** Höhere Werte führen zu einer besseren " +"Qualität, allerdings auf Kosten einer höheren GPU-Auslastung. Wenn dieser " +"Wert zu niedrig eingestellt ist, kann dies dazu führen, dass Oberflächen " +"sichtbare \"Flecken\" mit indirekter Beleuchtung aufweisen, da die Anzahl " +"der geworfenen Strahlen sehr niedrig ist." msgid "" "**Sdfgi > Frames To Converge:** Higher values result in better quality, but " @@ -296,6 +443,17 @@ msgid "" "lighting doesn't have fast-moving lights that contribute to GI, consider " "setting this to ``30`` to improve quality without impacting performance." msgstr "" +"**Sdfgi > Frames zum Konvergieren:** Höhere Werte führen zu einer besseren " +"Qualität, aber GI braucht mehr Zeit, um vollständig zu konvergieren. Der " +"Effekt dieser Einstellung macht sich besonders beim ersten Laden einer Szene " +"bemerkbar, oder wenn sich Lichter mit einem anderen Back-Modus als " +"**Deaktiviert** schnell bewegen. Wenn dieser Wert zu niedrig eingestellt " +"ist, kann dies dazu führen, dass Oberflächen sichtbare \"Flecken\" mit " +"indirekter Beleuchtung aufweisen, da die Anzahl der geworfenen Strahlen sehr " +"gering ist. Wenn die Beleuchtung Ihrer Szene keine sich schnell bewegenden " +"Lichter enthält, die zum GI beitragen, sollten Sie diesen Wert auf ``30`` " +"setzen, um die Qualität zu verbessern, ohne die Performance zu " +"beeinträchtigen." msgid "" "**Sdfgi > Frames To Update Light:** Lower values result in moving lights " @@ -303,6 +461,11 @@ msgid "" "lighting doesn't have fast-moving lights that contribute to GI, consider " "setting this to ``16`` to improve performance." msgstr "" +"**Sdfgi > Frames zum Aktualisieren der Lichter:** Niedrigere Werte führen " +"dazu, dass sich bewegende Lichter schneller reflektiert werden, allerdings " +"auf Kosten einer höheren GPU-Auslastung. Wenn die Beleuchtung Ihrer Szene " +"keine sich schnell bewegenden Lichter enthält, die zum GI beitragen, sollten " +"Sie diesen Wert auf ``16`` setzen, um die Performance zu verbessern." msgid "" "**Gi > Use Half Resolution:** If enabled, both SDFGI and VoxelGI will have " @@ -311,15 +474,21 @@ msgid "" "Enabling this option saves a lot of GPU time, but it can introduce visible " "aliasing around thin details." msgstr "" +"**Gi > Halbe Auflösung verwenden:** Wenn diese Option aktiviert ist, werden " +"die GI-Puffer von SDFGI und VoxelGI mit halbierter Auflösung gerendert. Beim " +"Rendern in 3840×2160 wird der GI-Puffer zum Beispiel mit einer Auflösung von " +"1920×1080 berechnet. Die Aktivierung dieser Option spart eine Menge GPU-" +"Zeit, kann aber zu sichtbarem Aliasing um feine Details führen." msgid "" "SDFGI rendering performance also depends on the number of cascades and the " "cell size chosen in the Environment resource (see above)." msgstr "" +"Die Performance des SDFGI-Renderings hängt auch von der Anzahl der Kaskaden " +"und der in der Environment-Ressource gewählten Zellengröße ab (siehe oben)." -#, fuzzy msgid "SDFGI caveats" -msgstr "Leistungseinschränkungen" +msgstr "Hinweise zu SDFGI" msgid "" "SDFGI has some downsides due to its cascaded nature. When the camera moves, " @@ -327,20 +496,32 @@ msgid "" "by adjusting the cascade size, but also by adding fog (which will make " "distant cascade shifts less noticeable)." msgstr "" +"SDFGI hat aufgrund seiner Kaskadennatur einige Nachteile. Wenn sich die " +"Kamera bewegt, können Kaskadenverschiebungen bei indirekter Beleuchtung " +"sichtbar werden. Dies kann durch Anpassung der Kaskadengröße, aber auch " +"durch Hinzufügen von Nebel (der entfernte Kaskadenverschiebungen weniger " +"auffällig macht) gemildert werden." msgid "" "Additionally, performance will suffer if the camera moves too fast. This can " "be fixed in two ways:" msgstr "" +"Außerdem leidet die Performance, wenn sich die Kamera zu schnell bewegt. " +"Dies kann auf zwei Arten behoben werden:" msgid "Ensuring the camera doesn't move too fast in any given situation." msgstr "" +"Sicherstellen, dass sich die Kamera in einer bestimmten Situation nicht zu " +"schnell bewegt." msgid "" "Temporarily disabling SDFGI in the Environment resource if the camera needs " "to be moved at a high speed, then enabling SDFGI once the camera speed slows " "down." msgstr "" +"Vorübergehendes Deaktivieren von SDFGI in der Environment-Ressource, wenn " +"die Kamera mit hoher Geschwindigkeit bewegt werden muss, und anschließendes " +"Aktivieren von SDFGI, sobald sich die Geschwindigkeit der Kamera verlangsamt." msgid "" "When SDFGI is enabled, it will also take some time for global illumination " @@ -349,6 +530,12 @@ msgid "" "ColorRect node that spans the whole viewport and fade it out when switching " "scenes using an AnimationPlayer node." msgstr "" +"Wenn SDFGI aktiviert ist, dauert es auch einige Zeit, bis die Global " +"Illumination vollständig konvergiert ist (standardmäßig 25 Frames). Dies " +"kann zu einem spürbaren Übergangseffekt führen, während die GI noch " +"konvergiert. Um dies auszublenden, können Sie einen ColorRect-Knoten " +"verwenden, der sich über das gesamte Ansichtsfenster erstreckt, und ihn beim " +"Wechseln von Szenen mit einem AnimationPlayer-Node ausblenden." msgid "" "The signed distance field is only updated when the camera moves in and out " @@ -358,12 +545,22 @@ msgid "" "**Dynamic** is moved (such as a door), the global illumination will appear " "incorrect until the camera moves away from the object." msgstr "" +"Das Signed Distance Field wird nur aktualisiert, wenn sich die Kamera in " +"eine Kaskade hinein und aus ihr heraus bewegt. Das heißt, wenn die Geometrie " +"in der Entfernung geändert wird, ist das Erscheinungsbild der Global " +"Illumination korrekt, wenn die Kamera näher kommt. Wenn jedoch ein nahe " +"gelegenes Objekt mit einem auf **Statisch** oder **Dynamisch** eingestellten " +"Back-Modus bewegt wird (z. B. eine Tür), erscheint die Global Illumination " +"falsch, bis sich die Kamera von dem Objekt entfernt." msgid "" "SDFGI's sharp reflections are only visible on opaque materials. Transparent " "materials will only use rough reflections, even if the material's roughness " "is lower than 0.2." msgstr "" +"Die scharfen Reflexionen von SDFGI sind nur bei undurchsichtigen Materialien " +"sichtbar. Bei transparenten Materialien werden nur grobe Reflexionen " +"verwendet, selbst wenn die Rauheit des Materials unter 0,2 liegt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po index 5de2397a51..56c3039c19 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,37 +18,45 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Using Voxel global illumination" -msgstr "" +msgstr "Verwendung der Voxel-Global Illumination" msgid "" "VoxelGI is a form of fully real-time global illumination, intended to be " "used for small/medium-scale 3D scenes. VoxelGI is fairly demanding on the " "GPU, so it's best used when targeting dedicated graphics cards." msgstr "" +"VoxelGI ist eine Form der globalen Beleuchtung in Echtzeit, die für kleine/" +"mittlere 3D-Szenen gedacht ist. VoxelGI ist ziemlich anspruchsvoll für die " +"GPU, so dass es am besten verwendet wird, wenn es auf dedizierte " +"Grafikkarten ausgerichtet ist." msgid "" "VoxelGI is only supported when using the Forward Plus rendering backend, not " "the Forward Mobile or Compatibility backends." msgstr "" +"VoxelGI wird nur unterstützt, wenn das Forward Plus Rendering-Backend " +"verwendet wird, nicht das Forward Mobile oder Kompatibilität-Backend." msgid "" "Not sure if VoxelGI is suited to your needs? See :ref:" "`doc_introduction_to_global_illumination_comparison` for a comparison of GI " "techniques available in Godot 4." msgstr "" +"Sie sind nicht sicher, ob VoxelGI für Ihre Bedürfnisse geeignet ist? Siehe :" +"ref:`doc_introduction_to_global_illumination_comparison` für einen Vergleich " +"der in Godot 4 verfügbaren GI-Techniken." msgid "Visual comparison" msgstr "Visueller Vergleich" msgid "VoxelGI disabled." -msgstr "" +msgstr "VoxelGI deaktiviert." msgid "VoxelGI enabled." -msgstr "" +msgstr "VoxelGI aktiviert." -#, fuzzy msgid "Setting up VoxelGI" -msgstr "Einrichtung" +msgstr "VoxelGI einrichten" msgid "" "Make sure your static level geometry is imported with the Light Baking " @@ -56,11 +64,14 @@ msgid "" "manually added MeshInstance3D nodes, make sure the **Global Illumination > " "Mode** property is set to **Static** in the inspector." msgstr "" +"Vergewissern Sie sich, dass Ihre statische Level-Geometrie mit der Option " +"**Statisch** oder **Statische Lightmaps** im Importdock importiert wurde. " +"Stellen Sie bei manuell hinzugefügten MeshInstance3D-Nodes sicher, dass die " +"Property **Global Illumination > Modus** im Inspektor auf **Statisch** " +"eingestellt ist." -#, fuzzy msgid "Create a VoxelGI node in the Scene tree dock." -msgstr "" -"Es ist die einzige Beschreibung im Dialogfeld \"Neuen Node erstellen\"." +msgstr "Erstellen Sie einen VoxelGI-Node im Szenenbaum-Dock." msgid "" "Move the VoxelGI node to the center of the area you want it to cover by " @@ -69,18 +80,31 @@ msgid "" "values in the inspector). Make sure the VoxelGI's extents aren't " "unnecessarily large, or quality will suffer." msgstr "" +"Bewegen Sie den VoxelGI-Node in die Mitte des Bereichs, den er abdecken " +"soll, indem Sie das Manipulationsgizmo im 3D-Viewport ziehen. Passen Sie " +"dann die Ausdehnung des VoxelGI an, indem Sie die roten Punkte im 3D-" +"Ansichtsfenster ziehen (oder geben Sie Werte im Inspektor ein). Stellen Sie " +"sicher, dass die Ausdehnung des VoxelGI nicht unnötig groß ist, da sonst die " +"Qualität leidet." msgid "" "Select the VoxelGI node and click **Bake** at the top of the 3D editor " "viewport. This will take at least a few seconds to complete (depending on " "the number of VoxelGI subdivisions and scene complexity)." msgstr "" +"Wählen Sie den VoxelGI-Node aus und klicken Sie auf **Backen** oben im 3D-" +"Editor Ansichtsfenster. Dieser Vorgang dauert mindestens ein paar Sekunden " +"(abhängig von der Anzahl der VoxelGI-Unterteilungen und der Komplexität der " +"Szene)." msgid "" "If at least one mesh contained within the VoxelGI's extents has its global " "illumination mode set to **Static**, you should see indirect lighting appear " "within the scene." msgstr "" +"Wenn für mindestens ein Mesh innerhalb der Ausmaße des VoxelGI der globale " +"Beleuchtungsmodus auf **Statisch** eingestellt ist, sollte in der Szene eine " +"indirekte Beleuchtung erscheinen." msgid "" "To avoid bloating text-based scene files with large amounts of binary data, " @@ -90,32 +114,49 @@ msgid "" "resource for VoxelGIData will keep your text-based scene small while " "ensuring it loads and saves quickly." msgstr "" +"Um zu vermeiden, dass textbasierte Szenendateien mit großen Mengen an " +"Binärdaten aufgebläht werden, stellen Sie sicher, dass die VoxelGIData-" +"Ressource *immer* in einer externen Binärdatei gespeichert wird. Diese Datei " +"muss mit der Endung ``.res`` (binäre Ressource) anstelle von ``.tres`` " +"(textbasierte Ressource) gespeichert werden. Durch die Verwendung einer " +"externen binären Ressource für VoxelGIData wird Ihre textbasierte Szene " +"klein gehalten und gleichzeitig sichergestellt, dass sie schnell geladen und " +"gespeichert wird." -#, fuzzy msgid "VoxelGI node properties" -msgstr "Node-Eigenschaften" +msgstr "VoxelGI-Node-Propertys" -#, fuzzy msgid "" "The following properties can be adjusted in the VoxelGI node inspector " "before baking:" -msgstr "Folgende Methoden sind verfügbar und dokumentiert:" +msgstr "" +"Die folgenden Propertys können vor dem Baking im VoxelGI Node Inspector " +"angepasst werden:" msgid "" "**Subdiv:** Higher values result in more precise indirect lighting, at the " "cost of lower performance, longer bake times and increased storage " "requirements." msgstr "" +"**Unterteilung:** Höhere Werte führen zu einer präziseren indirekten " +"Beleuchtung, allerdings um den Preis einer geringeren Performance, längerer " +"Backzeiten und eines höheren Speicherbedarfs." msgid "" "**Extents:** Represents the size of the box in which indirect lighting " "should be baked. Extents are centered around the VoxelGI node's origin." msgstr "" +"**Ausmaße:** Stellt die Größe der Box dar, in der die indirekte Beleuchtung " +"gebacken werden soll. Extents sind um den Ursprung des VoxelGI-Nodes " +"zentriert." msgid "" "The following properties can be adjusted in the VoxelGIData *resource* that " "is contained within a VoxelGI node after it has been baked:" msgstr "" +"Die folgenden Propertys können in der VoxelGIData-*Ressource* angepasst " +"werden, die in einem VoxelGI-Node enthalten ist, nachdem dieser gebacken " +"wurde:" msgid "" "**Dynamic Range:** The maximum brightness that can be represented in " @@ -123,16 +164,26 @@ msgid "" "indirect light, at the cost of lower precision (which can result in visible " "banding). If in doubt, leave this unchanged." msgstr "" +"**Dynamischer Bereich:** Die maximale Helligkeit, die bei indirekter " +"Beleuchtung dargestellt werden kann. Höhere Werte ermöglichen es, helleres " +"indirektes Licht darzustellen, allerdings auf Kosten einer geringeren " +"Präzision (was zu sichtbarem Banding führen kann). Im Zweifelsfall sollten " +"Sie diesen Wert unverändert lassen." msgid "" "**Energy:** The indirect lighting's overall energy. This also effects the " "energy of direct lighting emitted by meshes with emissive materials." msgstr "" +"**Energie:** Die Gesamtenergie der indirekten Beleuchtung. Dies wirkt sich " +"auch auf die Energie der direkten Beleuchtung aus, die von Meshes mit " +"emittierenden Materialien ausgestrahlt wird." msgid "" "**Bias:** Optional bias added to lookups into the voxel buffer at run time. " "This helps avoid self-occlusion artifacts." msgstr "" +"**Bias:** Optionaler Bias bei der Suche im Voxelpuffer zur Laufzeit. Dies " +"hilft, Artefakte der Selbst-Occlusion zu vermeiden." msgid "" "**Normal Bias:** Similar to **Bias**, but offsets the lookup into the voxel " @@ -143,6 +194,14 @@ msgid "" "quality, set **Bias** to ``0.0`` and **Normal Bias** to a value between " "``1.0`` and ``2.0``." msgstr "" +"**Normalen-Bias:** Ähnlich wie **Bias**, jedoch wird die Suche im " +"Voxelpuffer um die Oberflächennormale verschoben. Dies hilft auch, " +"Selbstreflexionsartefakte zu vermeiden. Höhere Werte reduzieren " +"Selbstreflexionen, die in nicht rauen Materialien sichtbar sind, auf Kosten " +"von mehr sichtbarem Lichtleck-Effekten und flacher aussehender indirekter " +"Beleuchtung. Um das Ausblenden von Selbstreflexionen der " +"Beleuchtungsqualität vorzuziehen, setzen Sie **Bias** auf ``0.0`` und " +"**Normalen-Bias** auf einen Wert zwischen ``1.0`` und ``2.0``." msgid "" "**Propagation:** The energy factor to use for bounced indirect lighting. " @@ -151,6 +210,11 @@ msgid "" "decrease **Propagation** to compensate for the overall brighter indirect " "lighting." msgstr "" +"**Verbreitung:** Der Energiefaktor, der für abgeprallte indirekte " +"Beleuchtung verwendet wird. Höhere Werte führen zu einer helleren, " +"diffuseren Beleuchtung (die am Ende zu flach aussehen kann). Wenn **Zwei " +"Abprälle verwenden** aktiviert ist, sollten Sie **Verbreitung** verringern, " +"um die insgesamt hellere indirekte Beleuchtung auszugleichen." msgid "" "**Use Two Bounces:** If enabled, lighting will bounce twice instead of just " @@ -158,32 +222,46 @@ msgid "" "indirect lighting visible in reflections as well. Enabling this generally " "has no noticeable performance cost." msgstr "" +"**Zwei Abprälle verwenden:** Wenn diese Option aktiviert ist, wird die " +"Beleuchtung zweimal statt nur einmal abgeprallt. Dies führt zu einer " +"realistischeren indirekten Beleuchtung und macht indirekte Beleuchtung auch " +"in Reflexionen sichtbar. Die Aktivierung dieser Funktion hat im Allgemeinen " +"keine nennenswerten Auswirkungen auf die Performance." msgid "" "**Interior:** If enabled, environment sky lighting will not be taken into " "account by VoxelGI. This should be enabled in indoor scenes to avoid light " "leaking from the environment." msgstr "" +"**Innenbereich:** Wenn diese Option aktiviert ist, wird die " +"Himmelsbeleuchtung der Umgebung von VoxelGI nicht berücksichtigt. Dies " +"sollte in Innenraumszenen aktiviert werden, um zu vermeiden, dass Licht aus " +"der Umgebung herausleckt." -#, fuzzy msgid "VoxelGI interaction with lights and objects" -msgstr "Mit Licht interagieren" +msgstr "VoxelGI-Interaktion mit Lichtern und Objekten" msgid "" "To ensure correct visuals when using VoxelGI, you must configure your meshes " "and lights' global illumination properties according to their *purpose* in " "the scene (static or dynamic)." msgstr "" +"Um eine korrekte Darstellung bei der Verwendung von VoxelGI zu " +"gewährleisten, müssen Sie die Global-Illumination-Propertys Ihrer Meshes und " +"Lichter je nach ihrem *Zweck* in der Szene (statisch oder dynamisch) " +"konfigurieren." -#, fuzzy msgid "There are 3 global illumination modes available for meshes:" -msgstr "Hierfür stehen vier Makros zur Verfügung:" +msgstr "Es sind 3 Global Illumination-Modi für Meshes verfügbar:" msgid "" "**Disabled:** The mesh won't be taken into account for VoxelGI baking. The " "mesh will *receive* indirect lighting from the scene, but it will not " "*contribute* indirect lighting to the scene." msgstr "" +"**Deaktiviert:** Das Mesh wird beim VoxelGI-Backen nicht berücksichtigt. Das " +"Mesh wird indirekte Beleuchtung von der Szene *empfangen*, aber es wird " +"keine indirekte Beleuchtung zur Szene *beitragen*." msgid "" "**Static (default):** The mesh will be taken into account for VoxelGI " @@ -191,6 +269,11 @@ msgid "" "scene. If the mesh is changed in any way after baking, the VoxelGI node must " "be baked again. Otherwise, indirect lighting will look incorrect." msgstr "" +"**Statisch (Default):** Das Mesh wird beim VoxelGI-Backen berücksichtigt. " +"Das Mesh erhält *und* trägt indirekte Beleuchtung zur Szene bei. Wenn das " +"Mesh nach dem Backen in irgendeiner Weise verändert wird, muss der VoxelGI " +"Node erneut gebacken werden. Andernfalls wird die indirekte Beleuchtung " +"falsch aussehen." msgid "" "**Dynamic:** The mesh won't be taken into account for VoxelGI baking, but it " @@ -199,16 +282,25 @@ msgid "" "**Dynamic** global illumination mode on large meshes that will change " "significantly during gameplay." msgstr "" +"**Dynamisch:** Das Mesh wird beim VoxelGI-Backen nicht berücksichtigt, aber " +"es erhält *und* trägt in Echtzeit zur indirekten Beleuchtung der Szene bei. " +"Diese Option ist im Vergleich zu **Statisch** viel langsamer. Verwenden Sie " +"den Global Illumination-Modus **Dynamisch** nur bei großen Meshes, die sich " +"während des Spiels stark verändern." msgid "" "Additionally, there are 3 bake modes available for lights " "(DirectionalLight3D, OmniLight3D and SpotLight3D):" msgstr "" +"Zusätzlich gibt es 3 Back-Modi für Lichter (DirectionalLight3D, OmniLight3D " +"und SpotLight3D):" msgid "" "**Disabled:** The light won't be taken into account for VoxelGI baking. The " "light won't contribute indirect lighting to the scene." msgstr "" +"**Deaktiviert:** Das Licht wird beim VoxelGI-Backen nicht berücksichtigt. " +"Das Licht trägt nicht zur indirekten Beleuchtung der Szene bei." msgid "" "**Static:** The light will be taken into account for VoxelGI baking. The " @@ -217,6 +309,11 @@ msgid "" "indirect lighting will look incorrect. If in doubt, use this mode for level " "lighting." msgstr "" +"**Statisch:** Das Licht wird beim VoxelGI-Backen berücksichtigt. Das Licht " +"trägt zur indirekten Beleuchtung der Szene bei. Wenn das Licht nach dem " +"Backen in irgendeiner Weise verändert wird, muss der VoxelGI-Node erneut " +"gebacken werden, sonst sieht die indirekte Beleuchtung nicht korrekt aus. Im " +"Zweifelsfall sollten Sie diesen Modus für die Level-Beleuchtung verwenden." msgid "" "**Dynamic (default):** The light won't be taken into account for VoxelGI " @@ -225,6 +322,11 @@ msgid "" "global illumination mode on lights that will change significantly during " "gameplay." msgstr "" +"**Dynamisch (Default):** Das Licht wird beim VoxelGI-Backen nicht " +"berücksichtigt, aber es trägt trotzdem in Echtzeit zur indirekten " +"Beleuchtung der Szene bei. Diese Option ist im Vergleich zu **Statisch** " +"langsamer. Verwenden Sie den Global Illumination-Modus **Dynamisch** nur für " +"Lichter, die sich während des Spiels stark verändern." msgid "" "The amount of indirect energy emitted by a light depends on its color, " @@ -233,31 +335,50 @@ msgid "" "by the light, adjust the **Indirect Energy** property in the Light3D " "inspector." msgstr "" +"Die Menge an indirekter Energie, die von einem Licht ausgestrahlt wird, " +"hängt von den Propertys Farbe, Energie *und* indirekte Energie ab. Um ein " +"bestimmtes Licht dazu zu bringen, mehr oder weniger indirekte Energie zu " +"emittieren, ohne die Menge an direktem Licht, das von dem Licht emittiert " +"wird, zu beeinflussen, passen Sie die Property **Indirekte Energie** im " +"Light3D Inspektor an." msgid "" "See :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " "for general usage recommendations." msgstr "" +"Siehe :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " +"für allgemeine Anwendungsempfehlungen." msgid "Adjusting VoxelGI performance and quality" -msgstr "" +msgstr "Einstellen der Performance und Qualität von VoxelGI" msgid "" "Since VoxelGI is relatively demanding, it will perform best on systems with " "recent dedicated GPUs. On older dedicated GPUs and integrated graphics, " "tweaking the settings is necessary to achieve reasonable performance." msgstr "" +"Da VoxelGI relativ anspruchsvoll ist, erzielt es die beste Performance auf " +"Systemen mit aktuellen dedizierten Grafikprozessoren. Bei älteren " +"dedizierten Grafikprozessoren und integrierten Grafikprozessoren ist eine " +"Anpassung der Einstellungen erforderlich, um eine angemessene Performance zu " +"erzielen." msgid "" "In the Project Settings' **Rendering > Global Illumination** section, " "VoxelGI quality can also be adjusted in two ways:" msgstr "" +"Im Abschnitt **Rendern > Global Illumination** der Projekteinstellungen kann " +"die VoxelGI-Qualität ebenfalls auf zwei Arten angepasst werden:" msgid "" "**Voxel Gi > Quality:** If set to **Low** instead of **High**, voxel cone " "tracing will only use 4 taps instead of 6. This speeds up rendering at the " "cost of less pronounced ambient occlusion." msgstr "" +"**Voxel GI > Qualität:** Wenn die Einstellung **Niedrig** statt **Hoch** " +"gewählt wird, verwendet das Voxel-Kegel-Tracing nur 4 statt 6 Taps. Dies " +"beschleunigt das Rendern auf Kosten einer weniger ausgeprägten Ambient " +"Occlusion." msgid "" "**Gi > Use Half Resolution:** If enabled, both VoxelGI and SDFGI will have " @@ -266,30 +387,45 @@ msgid "" "Enabling this option saves a lot of GPU time, but it can introduce visible " "aliasing around thin details." msgstr "" +"**GI > Halbe Auflösung verwenden:** Wenn diese Option aktiviert ist, werden " +"die GI-Puffer von VoxelGI und SDFGI mit halbierter Auflösung gerendert. Beim " +"Rendern in 3840×2160 wird der GI-Puffer zum Beispiel mit einer Auflösung von " +"1920×1080 berechnet. Die Aktivierung dieser Option spart eine Menge GPU-" +"Zeit, kann aber zu sichtbarem Aliasing um feine Details führen." msgid "" "Note that the **Advanced** toggle must be enabled in the project settings " "dialog for the above settings to be visible." msgstr "" +"Beachten Sie, dass der Schalter **Erweitert** im Projekteinstellungsdialog " +"aktiviert sein muss, damit die obigen Einstellungen sichtbar sind." msgid "" "Additionally, VoxelGI can be disabled entirely by hiding the VoxelGI node. " "This can be used for comparison purposes or to improve performance on low-" "end systems." msgstr "" +"Außerdem kann VoxelGI vollständig deaktiviert werden, indem der VoxelGI-Node " +"ausgeblendet wird. Dies kann zu Vergleichszwecken oder zur Verbesserung der " +"Performance auf Low-End-Systemen genutzt werden." msgid "Reducing VoxelGI light leaks and artifacts" -msgstr "" +msgstr "Reduzierung von VoxelGI-Lichtlecks und Artefakten" msgid "" "After baking VoxelGI, you may notice indirect light is leaking at some spots " "in your level geometry. This can be remedied in several ways:" msgstr "" +"Nach dem Backen von VoxelGI werden Sie vielleicht feststellen, dass an " +"einigen Stellen Ihrer Levelgeometrie indirektes Licht herausleckt. Dies kann " +"auf mehrere Arten behoben werden:" msgid "" "For both light leaking and artifacts, try moving or rotating the VoxelGI " "node then bake it again." msgstr "" +"Versuchen Sie, den VoxelGI-Node zu verschieben oder zu drehen, um Lichtlecks " +"und Artefakte zu vermeiden, und backen Sie ihn dann erneut." msgid "" "To combat light leaking in general, ensure your level geometry is fully " @@ -297,6 +433,11 @@ msgid "" "level, but primitive MeshInstance3D nodes with their global illumination " "mode set to **Static** can also be used." msgstr "" +"Um Lichtlecks im Allgemeinen zu bekämpfen, stellen Sie sicher, dass Ihre " +"Levelgeometrie vollständig abgedichtet ist. Dies geschieht am besten in der " +"3D-Modellierungssoftware, die für die Gestaltung des Levels verwendet wird, " +"aber auch primitive MeshInstance3D-Nodes, deren globaler Beleuchtungsmodus " +"auf **Statisch** eingestellt ist, können verwendet werden." msgid "" "To combat light leaking with thin geometry, it's recommended to make the " @@ -307,6 +448,14 @@ msgid "" "MeshInstance3D should have a material whose color matches the original thin " "geometry." msgstr "" +"Um Lichtlecks bei feiner Geometrie zu bekämpfen, empfiehlt es sich, die " +"betreffende Geometrie dicker zu machen. Wenn dies nicht möglich ist, dann " +"fügen Sie einen primitiven MeshInstance3D-Node hinzu, dessen Global " +"Illumination-Modus auf **Statisch** gesetzt ist. Backen Sie VoxelGI erneut " +"und blenden Sie dann den primitiven MeshInstance3D-Node aus (er wird " +"weiterhin von VoxelGI berücksichtigt). Um optimale Ergebnisse zu erzielen, " +"sollte das MeshInstance3D ein Material haben, dessen Farbe der " +"ursprünglichen feinen Geometrie entspricht." msgid "" "To combat artifacts that can appear on reflective surfaces, try increasing " @@ -314,6 +463,25 @@ msgid "" "above. Do not increase these values too high, or light leaking will become " "more pronounced." msgstr "" +"Um Artefakte zu beseitigen, die auf reflektierenden Oberflächen auftreten " +"können, versuchen Sie, **Bias** und/oder **Normalen-Bias** in der " +"VoxelGIData-Ressource wie oben beschrieben zu erhöhen. Erhöhen Sie diese " +"Werte nicht zu stark, da sonst die Lichtlecks noch ausgeprägter werden." + +msgid "" +"If you notice VoxelGI nodes popping in and out of existence as the camera " +"moves, this is most likely because the engine is rendering too many VoxelGI " +"instances at once. Godot is limited to rendering 8 VoxelGI nodes at once, " +"which means up to 8 instances can be in the camera view before some of them " +"will start flickering." +msgstr "" + +msgid "" +"Additionally, for performance reasons, Godot can only blend between 2 " +"VoxelGI nodes at a given pixel on the screen. If you have more than 2 " +"VoxelGI nodes overlapping, global illumination may appear to flicker as the " +"camera moves or rotates." +msgstr "" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index d803adc0de..1939d8fdca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,6 @@ msgstr "Beleuchtung mit hohem Dynamikbereich (HDR)" msgid "Introduction" msgstr "Einführung" -#, fuzzy msgid "" "Normally, an artist does all the 3D modeling, then all the texturing, looks " "at their awesome looking model in the 3D modeling software and says \"looks " @@ -31,9 +30,10 @@ msgid "" "setup and the game runs." msgstr "" "Normalerweise macht ein Künstler die gesamte 3D-Modellierung, dann die " -"gesamte Texturierung, betrachtet sein fantastisch aussehendes Modell im 3D-" -"DCC und sagt: \"Sieht fantastisch aus, bereit für die Integration!\" Dann " -"geht es ins Spiel, die Beleuchtung wird eingerichtet und das Spiel läuft." +"Texturierung, schaut sich sein fantastisch aussehendes Modell in der 3D-" +"Modellierungssoftware an und sagt: \"Sieht fantastisch aus, bereit für die " +"Integration!\", dann geht er ins Spiel, die Beleuchtung wird eingestellt und " +"das Spiel läuft." msgid "" "So at what point does all this \"HDR\" business come into play? To " @@ -59,10 +59,10 @@ msgid "" "bearing in the game engine; there is only a potentially infinitely wide " "range of intensity values generated per frame of rendering." msgstr "" -"Das Display hat je nach Anzeigetyp einen begrenzten Intensitätsbereich. Die " -"Spiel-Engine rendert jedoch auf einen unbegrenzten Bereich von " +"Das Display hat je nach Displaytyp einen begrenzten Intensitätsbereich. Die " +"Spiele-Engine rendert jedoch auf einen unbegrenzten Bereich von " "Intensitätswerten. Während \"maximale Intensität\" für ein sRGB-Display " -"etwas bedeutet, hat es keinen Einfluss auf die Spiel-Engine. Pro Rendering-" +"etwas bedeutet, hat es keinen Einfluss auf die Spiele-Engine. Pro Rendering-" "Frame wird nur ein potenziell unendlich großer Bereich von Intensitätswerten " "generiert." @@ -77,12 +77,12 @@ msgid "" msgstr "" "Dies bedeutet, dass eine gewisse Transformation der Szenenlichtintensität, " "auch als *szenenbezogene* Lichtverhältnisse bezeichnet, transformiert und " -"abgebildet werden muss, um in den bestimmten Ausgabebereich der ausgewählten " -"Anzeige zu passen. Dies kann am einfachsten verstanden werden, wenn wir " +"abgebildet werden muss, um in den bestimmten Ausgabebereich des ausgewählten " +"Displays zu passen. Dies kann am einfachsten verstanden werden, wenn wir " "annehmen unsere virtuelle Game-Engine-Szene wird mit einer virtuellen Kamera " "fotografiert. Hier würde unsere virtuelle Kamera eine bestimmte Kamera-" "Rendering-Transformation auf die Szenendaten anwenden und die Ausgabe wäre " -"bereit für die Anzeige auf einem bestimmten Anzeigetyp." +"bereit für die Anzeige auf einem bestimmten Displaytyp." msgid "" "Godot does not support high dynamic range *output* yet. It can only perform " @@ -96,9 +96,9 @@ msgid "" "For advanced users, it is still possible to get a non-tonemapped image of " "the viewport with full HDR data, which can then be saved to an OpenEXR file." msgstr "" -"Für fortgeschrittene Benutzer ist es weiterhin möglich, ein nicht " -"tonabgebildetes Bild des Ansichtsfensters mit vollständigen HDR-Daten zu " -"erhalten, das dann in einer OpenEXR-Datei gespeichert werden kann." +"Für fortgeschrittene Benutzer ist es weiterhin möglich, ein Bild ohne Tone-" +"Mapping des Viewports mit vollständigen HDR-Daten zu erhalten, das dann in " +"einer OpenEXR-Datei gespeichert werden kann." msgid "Computer displays" msgstr "Computerbildschirme" @@ -110,8 +110,8 @@ msgid "" "the ratios out of the uniquely colored lights at each reddish, greenish, and " "blueish emission site." msgstr "" -"Fast alle Bildschirme erfordern eine nichtlineare Codierung für die an sie " -"gesendeten Codewerte. Der Bildschirm \"decodiert\" wiederum unter Verwendung " +"Fast alle Displays erfordern eine nichtlineare Codierung für die an sie " +"gesendeten Codewerte. Das Display \"decodiert\" wiederum unter Verwendung " "seiner einzigartigen Übertragungscharakteristik den Codewert in lineare " "Lichtverhältnisse der Ausgabe und projiziert die Verhältnisse aus den " "einzigartig gefärbten Lichtern an jeder rötlichen, grünlichen und bläulichen " @@ -124,9 +124,9 @@ msgid "" "including the color of the lights in the LED pixels as well as the transfer " "characteristics of the input (OETF) and output (EOTF)." msgstr "" -"Für die meisten Computerbildschirme sind die Spezifikationen des Displays " +"Für die meisten Computer-Displays sind die Spezifikationen des Displays " "gemäß IEC 61966-2-1, auch als sRGB-Spezifikation von 1996 bekannt, " -"aufgeführt. Diese Spezifikation beschreibt wie sich eine sRGB-Anzeige " +"aufgeführt. Diese Spezifikation beschreibt wie sich ein sRGB-Display " "verhalten soll, einschließlich der Farbe der Lichter in den LED-Pixeln sowie " "der Übertragungseigenschaften des Eingangs (OETF) und des Ausgangs (EOTF)." @@ -135,16 +135,16 @@ msgid "" "example, television broadcast displays use the BT.1886 EOTF. However, Godot " "currently only supports sRGB displays." msgstr "" -"Nicht alle Bildschirme verwenden dieselbe OETF und EOTF wie ein " -"Computerbildschirm. Beispielsweise verwenden Fernsehsendungen den BT.1886 " -"EOTF. Derzeit unterstützt Godot jedoch nur sRGB-Anzeigen." +"Nicht alle Displays verwenden dieselbe OETF und EOTF wie ein Computer-" +"Display. Beispielsweise verwenden Fernsehsendungen den BT.1886 EOTF. Derzeit " +"unterstützt Godot jedoch nur sRGB-Displays." msgid "" "The sRGB standard is based around the nonlinear relationship between the " "current to light output of common desktop computing CRT displays." msgstr "" "Der sRGB-Standard basiert auf der nichtlinearen Beziehung zwischen der " -"Strom- und Lichtleistung gängiger Kathodenstrahl-Bildschirmen." +"Strom- und Lichtleistung gängiger Kathodenstrahl-Displays." msgid "" "The mathematics of a scene-referred model require that we multiply the scene " @@ -163,16 +163,15 @@ msgstr "" "Codierung ist erforderlich." msgid "Scene linear & asset pipelines" -msgstr "Lineare Szenen- und Asset-Pipelines" +msgstr "Szenenlinear- und Asset-Pipelines" -#, fuzzy msgid "" "Working in scene-linear sRGB is more complex than pressing a single switch. " "First, imported image assets must be converted to linear light ratios on " "import. Even when linearized, those assets may not be perfectly well-suited " "for use as textures, depending on how they were generated." msgstr "" -"Das Arbeiten in szenenlinearem sRGB ist nicht so einfach wie das Drücken " +"Das Arbeiten in szenenlinearem sRGB ist nicht so einfach wie das Betätigen " "eines Schalters. Zunächst müssen importierte Bildelemente beim Import in " "lineare Lichtverhältnisse konvertiert werden. Selbst wenn sie linearisiert " "sind, sind diese Assets möglicherweise nicht perfekt für die Verwendung als " @@ -207,13 +206,13 @@ msgid "" "This works fine on PC and consoles, but most mobile devices don't support " "it, or they don't support it on compressed texture formats (iOS for example)." msgstr "" -"Die GPU führt die Konvertierung durch, nachdem das Texel mit Gleitkomma " +"Die GPU führt die Konvertierung durch, nachdem das Texel mit Float-Werten " "gelesen wurde. Dies funktioniert gut auf PCs und Konsolen, aber die meisten " "Mobilgeräte unterstützen es generell nicht oder nicht auf komprimierten " "Texturformaten (z.B. iOS)." msgid "Scene linear to display-referred nonlinear" -msgstr "Szene linear zur Anzeige - bezogen auf nicht linear" +msgstr "Szenenlinear nach Display-bezogen nichtlinear" msgid "" "After all the rendering is done, the scene linear render requires " @@ -222,8 +221,8 @@ msgid "" "(more on that below)." msgstr "" "Nachdem das Rendern abgeschlossen ist, muss das lineare Rendern der Szene in " -"eine geeignete Ausgabe wie eine sRGB-Anzeige umgewandelt werden. Aktivieren " -"Sie dazu die sRGB-Konvertierung in der aktuellen :ref:`Umgebung " +"eine geeignete Ausgabe wie ein sRGB-Display umgewandelt werden. Aktivieren " +"Sie dazu die sRGB-Konvertierung in der aktuellen :ref:`Environment " "` (mehr dazu weiter unten)." msgid "" @@ -232,11 +231,10 @@ msgid "" "them will result in horrible visuals suitable only for avant-garde " "experimental indie games." msgstr "" -"Beachten Sie, dass die Konvertierungen **sRGB -> linear anzeigen** und " -"**linear anzeigen -> sRGB** immer **beide** aktiviert sein müssen. Wenn " -"einer von ihnen nicht aktiviert wird, führt dies zu einer schrecklichen " -"Grafik, die nur für avantgardistische experimentelle Indie-Spiele geeignet " -"ist." +"Beachten Sie, dass die Konvertierungen **sRGB -> Displaylinear** und " +"**Displaylinear -> sRGB** immer **beide** aktiviert sein müssen. Wenn einer " +"von ihnen nicht aktiviert wird, führt dies zu schrecklicher Grafik, die nur " +"für avantgardistische experimentelle Indie-Spiele geeignet ist." msgid "Parameters of HDR" msgstr "Parameter von HDR" @@ -247,9 +245,9 @@ msgid "" "` node or set in a Camera node. For more " "information, see :ref:`doc_environment_and_post_processing`." msgstr "" -"HDR-Einstellungen finden Sie in der Ressource :ref:`Umgebung " -"`. Meistens befinden sich diese in einem Node :ref:" -"`WorldEnvironment ` oder in einem Kamera-Node. " +"HDR-Einstellungen finden Sie in der Ressource :ref:`Environment " +"`. Meistens befinden sich diese in einem :ref:" +"`WorldEnvironment `-Node oder in einem Kamera-Node. " "Weitere Informationen finden Sie unter :ref:" "`doc_environment_and_post_processing`." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po index 9aafacc99b..4eb546836a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index d66ac58702..eb93e4fe92 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,6 @@ msgstr "" msgid "Introduction to 3D" msgstr "3D Einführung" -#, fuzzy msgid "" "Creating a 3D game can be challenging. That extra Z coordinate makes many of " "the common techniques that helped to make 2D games simpler no longer work. " @@ -30,14 +29,14 @@ msgid "" "the 3D kinematic character tutorials, which are almost identical to their 2D " "counterparts." msgstr "" -"Das Erstellen eines 3D-Spiels kann eine Herausforderung sein. Durch diese " -"zusätzliche Z-Koordinate funktionieren viele der gängigen Techniken nicht " -"mehr, die dazu beigetragen haben, dass 2D-Spiele einfach zu erstellen sind. " -"Um diesen Übergang zu erleichtern, ist es erwähnenswert, dass Godot ähnliche " -"APIs für 2D und 3D verwendet. Die meisten Nodes sind gleich und stehen " -"sowohl in 2D- als auch in 3D-Versionen zur Verfügung. In der Tat lohnt es " -"sich, die 3D Plattformer Anleitung oder die 3D Anleitungen für kinematische " -"Charaktere zu lesen, die fast identisch mit ihren 2D Gegenstücken sind." +"Die Entwicklung eines 3D-Spiels kann eine Herausforderung sein. Die " +"zusätzliche Z-Koordinate führt dazu, dass viele der gängigen Techniken, die " +"2D-Spiele einfacher machen, nicht mehr funktionieren. Um diesen Übergang zu " +"erleichtern, ist es erwähnenswert, dass Godot ähnliche APIs für 2D und 3D " +"verwendet. Die meisten Nodes sind die gleichen und sowohl in der 2D- als " +"auch in der 3D-Version vorhanden. In der Tat lohnt es sich, in das 3D-" +"Plattformer-Tutorial oder die Tutorials für kinematische 3D-Charaktere " +"reinzuschauen, die fast identisch mit ihren 2D-Pendants sind." msgid "" "In 3D, math is a little more complex than in 2D, so also checking the :ref:" @@ -53,25 +52,26 @@ msgstr "" msgid "Node3D node" msgstr "Node3D-Node" -#, fuzzy msgid "" ":ref:`Node2D ` is the base node for 2D. :ref:`Control " "` is the base node for everything GUI. Following this " "reasoning, the 3D engine uses the :ref:`Node3D ` node for " "everything 3D." msgstr "" -":ref:`Node2D ` ist der Basis-Node für 2D und :ref:`Control " -"` ist der Basis-Node für die gesamte grafische " -"Benutzeroberfläche. Nach dieser Überlegung verwendet die 3D-Engine für alles " -"in 3D den Node :ref:`Spatial `." +":ref:`Node2D ` ist der Basis Node für 2D. :ref:`Control " +"` ist der Basis Node für alle GUI-Belange. Entsprechend " +"verwendet die 3D-Engine den :ref:`Node3D ` Node für alle 3D-" +"Themen." msgid "" "Be aware that \"Spatial\" Nodes are now called \"Node3D\" starting with " "Godot 4. Any Godot 3.x references to \"Spatial\" Nodes refer to \"Node3D\" " "in Godot 4." msgstr "" +"Beachten Sie, dass \"Spatial\"-Nodes ab Godot 4 jetzt \"Node3D\" heißen. " +"Alle Godot 3.x-Verweise auf \"Spatial\"-Nodes beziehen sich auf \"Node3D\" " +"in Godot 4." -#, fuzzy msgid "" "Node3Ds have a local transform, which is relative to the parent node (as " "long as the parent node is also of **or inherits from** the type Node3D). " @@ -79,15 +79,15 @@ msgid "" "`, or as 3 :ref:`Vector3 ` members " "representing location, Euler rotation (X, Y and Z angles) and scale." msgstr "" -"Spatial-Nodes haben eine lokale Transformation, die relativ zum " -"übergeordneten Node ist (solange der übergeordnete Node ebenfalls vom Typ " -"Spatial ist **oder von diesem erbt**). Auf diese Transformation kann als " -"4×3 :ref:`Transform ` oder als 3 :ref:`Vector3 " -"` Elemente zugegriffen werden, die für Position, Euler-" -"Rotation (X, Y und Z Winkel) und Skalierung stehen." +"Node3Ds haben eine lokale Transformation, die relativ zum übergeordneten " +"Node ist (solange der übergeordnete Node auch vom Typ Node3D ist **oder von " +"Node3D erbt**). Auf diese Transformation kann als 4×3 :ref:`Transform3D " +"` oder als 3 :ref:`Vector3 `-Member " +"zugegriffen werden, die Position, Euler-Rotation (X-, Y- und Z-Winkel) und " +"Skalierung darstellen." msgid "3D content" -msgstr "3D Inhalt" +msgstr "3D-Inhalt" msgid "" "Unlike 2D, where loading image content and drawing is straightforward, 3D is " @@ -96,36 +96,35 @@ msgid "" "an exchange file format to be imported in Godot. This is required since 3D " "formats are not as standardized as images." msgstr "" -"Im Gegensatz zu 2D wo das Laden von Bildinhalten und Zeichnen einfach ist, " -"ist 3D etwas schwieriger. Der Inhalt muss mit speziellen 3D-Tools " -"(normalerweise als DCCs bezeichnet) erstellt und in ein Austauschdateiformat " -"exportiert werden, um in Godot importiert zu werden (3D-Formate sind nicht " -"so standardisiert wie Bilder)." +"Im Gegensatz zu 2D, wo das Laden von Bildinhalten und das Zeichnen direkt " +"möglich sind, ist 3D ein wenig schwieriger. Die Inhalte müssen mit " +"speziellen 3D-Werkzeugen (auch Digital Content Creation Tools oder DCCs " +"genannt) erstellt und in ein Austauschdateiformat exportiert werden, um in " +"Godot importiert werden zu können. Dies ist erforderlich, da 3D-Formate " +"nicht so standardisiert sind wie Bilder." msgid "Manually authored models (using 3D modeling software)" msgstr "Manuell erstellte Modelle (mit 3D-Modellierungssoftware)" -#, fuzzy msgid "" "There are two pipelines to import 3D models in Godot. The first and most " "common one is by :ref:`doc_importing_3d_scenes`, which allows you to import " "entire scenes (exactly as they look in the 3D modeling software), including " "animation, skeletal rigs, blend shapes, etc." msgstr "" -"Es gibt zwei Möglichkeiten zum Importieren von 3D-Modellen in Godot. Die " -"erste und häufigste ist :ref:`doc_importing_3d_scenes` mit der Sie ganze " -"Szenen (so wie sie im DCC aussehen) importieren können, einschließlich " -"Animationen, Skelett-Rigs, Mischformen usw." +"Es gibt zwei Pipelines zum Importieren von 3D-Modellen in Godot. Die erste " +"und häufigste ist :ref:`doc_importing_3d_scenes` mit der Sie ganze Szenen " +"(genau so, wie sie in der 3D-Modellierungssoftware aussehen) importieren " +"können, einschließlich Animationen, Skelett-Rigs, Blend-Shapes etc." -#, fuzzy msgid "" "The second pipeline is by importing simple .OBJ files as mesh resources, " "which can be then put inside a :ref:`MeshInstance3D ` " "node for display." msgstr "" -"Die zweite Möglichkeit besteht aus dem Importieren einfacher .OBJ-Dateien " -"als Mesh-Ressourcen, die dann zur Anzeige in einen :ref:`MeshInstance " -"` Node eingefügt werden können." +"Die zweite Pipeline besteht darin, einfache .OBJ-Dateien als Mesh-Ressourcen " +"zu importieren, die dann in einen :ref:`MeshInstance3D " +"`-Node zur Anzeige eingefügt werden können." msgid "Generated geometry" msgstr "Generierte Geometrie" @@ -144,9 +143,9 @@ msgstr "" "Ihre Arrays und verwenden Sie die Funktion :ref:`ArrayMesh." "add_surface_from_arrays () " "`. Es steht auch eine " -"Hilfsklasse zur Verfügung :ref:`SurfaceTool `, die eine " -"einfachere API und Hilfen zum Indizieren, Generieren von Normalen, Tangenten " -"usw. bietet." +"Hilfsklasse zur Verfügung, :ref:`SurfaceTool `, die eine " +"einfachere API und Hilfen zum Indizieren, dem Generieren von Normalen, " +"Tangenten etc. bietet." msgid "" "In any case, this method is meant for generating static geometry (models " @@ -156,12 +155,11 @@ msgstr "" "In jedem Fall ist diese Methode zum Generieren statischer Geometrie " "(Modelle, die nicht häufig aktualisiert werden) gedacht, da das Erstellen " "von Vertex-Arrays und deren Übermittlung an die 3D-API erhebliche " -"Leistungskosten verursacht." +"Performancekosten verursacht." msgid "Immediate geometry" msgstr "Unmittelbare Geometrie" -#, fuzzy msgid "" "If, instead, you need to generate simple geometry that will be updated " "often, Godot provides a special :ref:`ImmediateMesh ` " @@ -169,11 +167,12 @@ msgid "" "node. This provides an OpenGL 1.x-style immediate-mode API to create points, " "lines, triangles, etc." msgstr "" -"Wenn stattdessen eine einfache Geometrie generiert werden muss, die häufig " -"aktualisiert wird, stellt Godot einen speziellen Node bereit :ref:" -"`ImmediateGeometry `, der eine OpenGL 1.x-API im " -"Unmittelbar-Modus zum Erstellen von Punkten, Linien, Dreiecke usw. " -"bereitstellt." +"Wenn Sie stattdessen eine einfache Geometrie erzeugen müssen, die häufig " +"aktualisiert wird, bietet Godot eine spezielle Ressource :ref:`ImmediateMesh " +"`, die in einem :ref:`MeshInstance3D " +"`-Node verwendet werden kann. Dies bietet eine OpenGL " +"1.x-ähnliche Immediate-Mode-API, um Punkte, Linien, Dreiecke usw. zu " +"erstellen." msgid "2D in 3D" msgstr "2D in 3D" @@ -192,16 +191,16 @@ msgstr "" "können Nodes wie :ref:`Sprite3D ` und :ref:`AnimatedSprite3D " "` verwendet werden, um 2D-Spiele zu erstellen, die " "das Mischen mit 3D-Hintergründen, realistische Parallax-Effekte, Licht- / " -"Schatteneffekten usw. nutzen." +"Schatteneffekte etc. nutzen." msgid "" "The disadvantage is, of course, that added complexity and reduced " "performance in comparison to plain 2D, as well as the lack of reference of " "working in pixels." msgstr "" -"Der Nachteil ist natürlich, dass die Komplexität zunimmt und die Leistung im " -"Vergleich zu einfachem 2D, sowie die fehlenden Anhaltspunkte für die Arbeit " -"in Pixeln verringert wird." +"Der Nachteil ist natürlich, dass die Komplexität zunimmt und die Performance " +"im Vergleich zu einfachem 2D, sowie die fehlenden Bezugspunkte für die " +"Arbeit in Pixeln verringert wird." msgid "Environment" msgstr "Environment" @@ -213,24 +212,23 @@ msgid "" "several types of built-in post-processing effects. Environments can also be " "overridden in the Camera." msgstr "" -"Neben der Bearbeitung einer Szene ist es häufig üblich, die Umgebung zu " +"Neben der Bearbeitung einer Szene ist es häufig üblich, die Environment zu " "bearbeiten. Godot bietet einen :ref:`WorldEnvironment " -"`-Knoten, der es erlaubt, die Hintergrundfarbe, den " +"`-Node, der es erlaubt, die Hintergrundfarbe, den " "Modus (z.B. wie setze ich eine Skybox) zu ändern und verschiedene Arten von " -"eingebauten Nachbearbeitungseffekten anzuwenden. Umgebungen können auch in " +"built-in-Nachbearbeitungseffekten anzuwenden. Environments können auch in " "der Kamera überschrieben werden." msgid "3D viewport" -msgstr "3D Ansichtsfenster" +msgstr "3D-Viewport" -#, fuzzy msgid "" "Editing 3D scenes is done in the 3D tab. This tab can be selected manually, " "but it will be automatically enabled when a Node3D node is selected." msgstr "" -"Die Bearbeitung von 3D-Szenen erfolgt in der 3D-Registerkarte. Diese " -"Registerkarte kann manuell ausgewählt werden, wird jedoch automatisch " -"aktiviert, wenn ein räumlicher Knoten ausgewählt wird." +"Die Bearbeitung von 3D-Szenen erfolgt im 3D-Tab. Dieser Tab kann manuell " +"ausgewählt werden, wird jedoch automatisch aktiviert, wenn ein Node3D " +"ausgewählt wird." msgid "" "Default 3D scene navigation controls are similar to Blender (aiming to have " @@ -238,11 +236,11 @@ msgid "" "included to customize mouse buttons and behavior to be similar to other " "tools in the Editor Settings:" msgstr "" -"Die Standardsteuerelemente für die 3D-Szenennavigation ähneln Blender (mit " -"dem Ziel, eine gewisse Konsistenz in der Pipeline freier Software zu " -"haben...), aber es sind Optionen enthalten, um die Maustasten und das " -"Verhalten so anzupassen, dass es anderen Tools in den Editor-Einstellungen " -"ähnelt:" +"Die Default-steuerelemente für die 3D-Szenennavigation ähneln denen von " +"Blender (um eine gewisse Konsistenz in der Pipeline freier Software zu " +"erreichen...), aber in den Editor-Einstellungen sind Optionen enthalten, mit " +"denen die Maustasten und das Verhalten ähnlich zu anderen Tools angepasst " +"werden können:" msgid "Coordinate system" msgstr "Koordinatensystem" @@ -254,12 +252,11 @@ msgid "" "different scale is usually a bad idea (unless you know what you are doing)." msgstr "" "Godot verwendet für alles das `metrische `__ System, wobei eine Einheit einem Meter entspricht. 3D-" -"Physik und andere Bereiche sind darauf abgestimmt, daher ist der Versuch, " -"einen anderen Maßstab zu verwenden, normalerweise eine schlechte Idee (es " -"sei denn, Sie wissen, was Sie tun)." +"Metric_system>`__ System, wobei eine Einheit einem Meter entspricht. Physik " +"und andere Bereiche sind darauf abgestimmt, daher ist der Versuch, einen " +"anderen Maßstab zu verwenden, in der Regel eine schlechte Idee (es sei denn, " +"Sie wissen, was Sie tun)." -#, fuzzy msgid "" "When working with 3D assets, it's always best to work in the correct scale " "(set the unit to metric in your 3D modeling software). Godot allows scaling " @@ -269,42 +266,42 @@ msgid "" "always work in the right scale!" msgstr "" "Bei der Arbeit mit 3D-Assets ist es immer am besten, im richtigen Maßstab zu " -"arbeiten (stellen Sie Ihr DCC auf metrisch ein). Godot ermöglicht die " -"Skalierung nach dem Import und obwohl dies in den meisten Fällen " -"funktioniert, kann es in seltenen Situationen zu Problemen mit der " -"Fließkomma-Genauigkeit (und damit zu Störungen oder Artefakten) in heiklen " -"Bereichen wie Rendering oder Physik kommen. Stellen Sie also sicher, dass " -"Ihre Künstler immer im richtigen Maßstab arbeiten!" +"arbeiten (stellen Sie die Einheit in Ihrer 3D-Modellierungssoftware auf " +"metrisch). Godot erlaubt die Skalierung nach dem Import, und obwohl dies in " +"den meisten Fällen funktioniert, kann es in seltenen Fällen zu Problemen mit " +"der Float-Präzision (und damit zu Störungen oder Artefakten) in heiklen " +"Bereichen wie Rendering oder Physik kommen. Stellen Sie sicher, dass Ihre " +"Künstler immer im richtigen Maßstab arbeiten!" -#, fuzzy msgid "" "The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " "uses a **right-handed** coordinate system. This means that for most objects " "that need alignment (such as lights or cameras), the Z axis is used as a " "\"pointing towards\" direction. This convention roughly means that:" msgstr "" -"Die Y-Koordinate wird für \"oben\" verwendet, obwohl für die meisten " -"Objekte, die ausgerichtet werden müssen (wie Lichter, Kameras, " -"Kapselkollider, Fahrzeuge usw.), die Z-Achse als Richtungszeiger verwendet " -"wird. Diese Konvention bedeutet grob:" +"Die Y-Koordinate wird für \"oben\" verwendet. Was die horizontalen X/Z-" +"Achsen betrifft, so verwendet Godot ein **rechtshändiges** " +"Koordinatensystem. Das bedeutet, dass für die meisten Objekte, die " +"ausgerichtet werden müssen (z. B. Lichter oder Kameras), die Z-Achse als " +"\"vorwärts\" verwendet wird. Diese Konvention bedeutet in etwa Folgendes:" msgid "**X** is sides" msgstr "**X** ist seitlich" msgid "**Y** is up/down" -msgstr "**Y** ist hoch/runter" +msgstr "**Y** ist oben/unten" msgid "**Z** is front/back" msgstr "**Z** ist vorne/hinten" msgid "See this chart for comparison with other 3D software:" -msgstr "" +msgstr "In dieser Tabelle finden Sie einen Vergleich mit anderer 3D-Software:" msgid "3D coordinate systems comparison chart" -msgstr "" +msgstr "3D-Koordinatensysteme - Vergleichstabelle" msgid "Image by `Freya Holmér `__" -msgstr "" +msgstr "Bild von `Freya Holmér `__" msgid "Space and manipulation gizmos" msgstr "Raum- und Manipulations-Gizmos" @@ -316,11 +313,11 @@ msgid "" "also to the shader language, ordering of components for Vector3, Color, " "etc.)." msgstr "" -"Das Verschieben von Objekten in der 3D-Ansicht erfolgt über die Manipulator-" -"Gizmos. Jede Achse wird durch eine Farbe dargestellt: Rot, Grün, Blau stehen " -"für X, Y bzw. Z. Diese Konvention gilt auch für das Grid und andere Gizmos " -"(und auch für die Shadersprache, die Reihenfolge der Komponenten für " -"Vector3, Color usw.)." +"Das Bewegen von Objekten in der 3D-Ansicht erfolgt über den Manipulator. " +"Jede Achse wird durch eine Farbe dargestellt: Rot, Grün, Blau stehen für X, " +"Y bzw. Z. Diese Konvention gilt auch für das Raster und andere Gizmos (und " +"auch für die Shader-Sprache, die Reihenfolge der Komponenten für Vector3, " +"Farbe etc.)." msgid "Some useful keybindings:" msgstr "Einige nützliche Tastenkürzel:" @@ -329,29 +326,32 @@ msgid "" "To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or " "rotating." msgstr "" -"Um die Platzierung oder Drehung einzurasten, drücken Sie :kbd:`Strg` während " -"des Verschiebens, Skalierens oder Drehens." +"Um die Platzierung oder Rotation einzurasten, drücken Sie :kbd:`Strg` " +"während des Verschiebens, Skalierens oder Rotierens." msgid "To center the view on the selected object, press :kbd:`F`." msgstr "" "Zum Zentrieren der Ansicht auf das ausgewählte Objekt, drücken Sie :kbd:`F`." msgid "Using Blender-style transform shortcuts" -msgstr "" +msgstr "Transformations-Tastenkürzel im Stil von Blender verwenden" msgid "" "Since Godot 4.2, you can enable Blender-style shortcuts for translating, " "rotating and scaling nodes. In Blender, these shortcuts are:" msgstr "" +"Seit Godot 4.2 können Sie Blender-ähnliche Tastenkürzel zum Verschieben, " +"Rotieren und Skalieren von Nodes aktivieren. In Blender sind diese " +"Tastenkürzel:" msgid ":kbd:`G` for translating" -msgstr "" +msgstr ":kbd:`G` zum Verschieben" msgid ":kbd:`R` for rotating" -msgstr "" +msgstr ":kbd:`R` zum Rotieren" msgid ":kbd:`S` for scaling" -msgstr "" +msgstr ":kbd:`S` zum Skalieren" msgid "" "After pressing a shortcut key while focusing on the 3D editor viewport, move " @@ -360,33 +360,46 @@ msgid "" "specifying the axis as a letter, then the distance (if entering a value with " "the keyboard)." msgstr "" +"Nachdem Sie ein Tastenkürzel gedrückt haben, während der Fokus dem 3D-Editor-" +"Viewport liegt, bewegen Sie die Maus oder geben Sie eine Zahl ein, um den/" +"die ausgewählten Node(s) um den angegebenen Betrag in 3D-Einheiten zu " +"verschieben. Sie können die Bewegung auf eine bestimmte Achse beschränken, " +"indem Sie die Achse als Buchstaben und dann den Abstand angeben (wenn Sie " +"einen Wert über die Tastatur eingeben)." msgid "" "For instance, to move the selection upwards by 2.5 units, enter the " "following sequence in order (Y+ is upwards in Godot):" msgstr "" +"Um z. B. die Auswahl um 2,5 Einheiten nach oben zu verschieben, geben Sie " +"nacheinander die folgende Sequenz ein (Y+ steht in Godot für \"nach oben\"):" msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" -msgstr "" +msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" msgid "" "To use Blender-style transform shortcuts in Godot, go to the Editor " "Settings' **Shortcuts** tab, then in the Spatial Editor section:" msgstr "" +"Um Blender-ähnliche Transformations-Shortcuts in Godot zu verwenden, gehen " +"Sie in den Editor-Einstellungen auf den Tab **Tastenkürzel** und dann in den " +"Abschnitt Spatial Editor:" msgid "Bind **Begin Translate Transformation** to :kbd:`G`." -msgstr "" +msgstr "Binden Sie **Verschiebungs-Transformation starten** an :kbd:`G`." msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." -msgstr "" +msgstr "Binden Sie **Rotations-Transformation starten** an :kbd:`R`." msgid "Bind **Begin Scale Transformation** to :kbd:`S`." -msgstr "" +msgstr "Binden Sie **Skalierungs-Transformation starten** an :kbd:`S`." msgid "" "Finally, unbind **Scale Mode** so that its shortcut won't conflict with " "**Begin Rotate Transformation**." msgstr "" +"Heben Sie schließlich die Bindung von **Skalierungsmodus** auf, damit sein " +"Tastenkürzel nicht mit **Rotations-Transformation starten** kollidiert." msgid "View menu" msgstr "Ansicht-Menü" @@ -408,37 +421,35 @@ msgid "" "menu." msgstr "" "Um eine bestimmte Art von Gizmos auszublenden, können Sie sie im Menü " -"\"View\" deaktivieren." +"\"Ansicht\" deaktivieren." msgid "Default environment" -msgstr "Standard Umgebung" +msgstr "Default-Environment" msgid "" "When created from the Project Manager, the 3D environment has a default sky." msgstr "" -"Beim Erstellen im Projektmanager hat die 3D-Umgebung einen Standardhimmel." +"Beim Erstellen im Projektmanager hat die 3D-Environment einen Standardhimmel." -#, fuzzy msgid "" "Given how physically-based rendering works, it is advised to always try to " "work with a default environment in order to provide indirect and reflected " "light to your objects." msgstr "" -"In Anbetracht der Funktionsweise des physikalisch basierten Renderings ist " -"es ratsam, immer mit einer Standardumgebung zu arbeiten, um indirektes und " -"reflektiertes Licht auf Ihre Objekte zu werfen." +"In Anbetracht der Funktionsweise des physikbasierten Renderings ist es " +"ratsam, immer mit einer Default-Environment zu arbeiten, um indirektes und " +"reflektiertes Licht für Ihre Objekte bereitzustellen." msgid "Cameras" msgstr "Kameras" -#, fuzzy msgid "" "No matter how many objects are placed in the 3D space, nothing will be " "displayed unless a :ref:`Camera3D ` is also added to the " "scene. Cameras can work in either orthogonal or perspective projections:" msgstr "" "Unabhängig davon, wie viele Objekte im 3D-Raum platziert sind, wird nichts " -"angezeigt, wenn nicht auch eine :ref:`Camera ` zur Szene " +"angezeigt, wenn nicht auch eine :ref:`Camera3D ` zur Szene " "hinzugefügt wird. Kameras können entweder in orthogonalen oder " "perspektivischen Projektionen arbeiten:" @@ -449,18 +460,19 @@ msgid "" "picture-in-picture) are desired, they need their own children cameras to " "display." msgstr "" -"Kameras sind mit einem übergeordneten Ansichtsfenster verbunden (und werden " -"nur dort angezeigt). Da die Wurzel des Szenenbaums ein Ansichtsfenster ist, " -"werden Kameras standardmäßig in diesem angezeigt. Wenn jedoch " -"Unteransichtsfenster (entweder als Rendering-Ziel oder als Bild-im-Bild) " -"gewünscht sind, müssen diese ihre eigenen untergeordneten Kameras anzeigen." +"Kameras sind mit einem Parent oder Grandparent-Viewport verbunden (und " +"werden nur dort angezeigt). Da der Root des Szenenbaums ein Viewport ist, " +"werden Kameras standardmäßig in diesem angezeigt. Wenn jedoch Unter-" +"Viewports (entweder als Rendering-Target oder als Bild-im-Bild) gewünscht " +"sind, benötigen sie ihre eigenen untergeordneten Kameras, um angezeigt zu " +"werden." msgid "" "When dealing with multiple cameras, the following rules are enforced for " "each viewport:" msgstr "" -"Wenn man mit mehreren Kameras umgeht, werden folgende Regeln für jede " -"Ansicht angewendet:" +"Wenn man mit mehreren Kameras zu tun hat, werden folgende Regeln für jeden " +"Viewport angewendet:" msgid "" "If no cameras are present in the scene tree, the first one that enters it " @@ -468,17 +480,17 @@ msgid "" "ignored (unless they are set as *current*)." msgstr "" "Wenn keine Kameras im Szenenbaum vorhanden sind, wird die erste Kamera, die " -"in die Szene eintritt, die aktive Kamera. Weitere Kameras die der Szene " -"betreten werden ignoriert (es sei denn, sie sind als *aktuell* eingestellt)." +"in die Szene eintritt, die aktive Kamera. Weitere Kameras, die der Szene " +"betreten, werden ignoriert (es sei denn, sie sind als *aktuell* eingestellt)." msgid "" "If a camera has the \"*current*\" property set, it will be used regardless " "of any other camera in the scene. If the property is set, it will become " "active, replacing the previous camera." msgstr "" -"Wenn für eine Kamera die Eigenschaft \"*current*\" gesetzt ist, wird sie " +"Wenn für eine Kamera die Property \"*current*\" gesetzt ist, wird sie " "unabhängig von allen anderen Kameras in der Szene verwendet. Wenn die " -"Eigenschaft gesetzt ist, wird sie aktiv und ersetzt die vorherige Kamera." +"Property gesetzt ist, wird sie aktiv und ersetzt die vorherige Kamera." msgid "" "If an active camera leaves the scene tree, the first camera in tree-order " @@ -495,6 +507,10 @@ msgid "" "surfaces. Still, without any light sources placed in the scene, the scene " "will appear quite dark unless the background environment is very bright." msgstr "" +"Die Hintergrund-Environment strahlt ein gewisses Umgebungslicht aus, das auf " +"den Oberflächen erscheint. Ohne Lichtquellen in der Szene erscheint die " +"Szene jedoch recht dunkel, es sei denn, die Hintergrund-Environment ist sehr " +"hell." msgid "" "Most outdoor scenes have a directional light (the sun or moon), while indoor " @@ -502,6 +518,10 @@ msgid "" "ref:`doc_lights_and_shadows` for more information on setting up lights in " "Godot." msgstr "" +"Die meisten Außenszenen haben ein gerichtetes Licht (die Sonne oder den " +"Mond), während Innenszenen typischerweise mehrere Positionslichter (Lampen, " +"Fackeln, ...) haben. Siehe :ref:`doc_lights_and_shadows` für weitere " +"Informationen zum Einrichten von Lichtern in Godot." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index 62f164266b..72fc212e52 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,39 +36,42 @@ msgid "" "not affect nearby objects unless baked or screen-space indirect lighting is " "enabled)." msgstr "" +"Vom Material selbst, in Form der Emissionsfarbe (obwohl sie sich nicht auf " +"nahe gelegene Objekte auswirkt, es sei denn, gebackene oder indirekte " +"Beleuchtung im Screen-Space ist aktiviert)." -#, fuzzy msgid "Light nodes: DirectionalLight3D, OmniLight3D and SpotLight3D." -msgstr "Beleuchtungs-Nodes: Gerichtet, Omni und Spot." +msgstr "Beleuchtungs-Nodes: DirectionalLight3D, OmniLight3D und SpotLight3D." -#, fuzzy msgid "" "Ambient light in the :ref:`Environment ` or :ref:" "`doc_reflection_probes`." -msgstr "Umgebungslicht in der :ref:`Umwelt `." +msgstr "" +"Umgebungslicht in der :ref:`Environment ` oder :ref:" +"`doc_reflection_probes`." msgid "" "Global illumination (:ref:`LightmapGI `, :ref:" "`VoxelGI ` or :ref:`SDFGI `)." msgstr "" +"Global Illumination (:ref:`LightmapGI `, :ref:" +"`VoxelGI ` oder :ref:`SDFGI `)." -#, fuzzy msgid "" "The emission color is a material property. You can read more about it in " "the :ref:`doc_standard_material_3d` tutorial." msgstr "" "Die Emissionsfarbe ist eine Materialeigenschaft. Sie können mehr darüber im :" -"ref:`doc_spatial_material`-Tutorial lesen." +"ref:`doc_standard_material_3d`-Tutorial lesen." -#, fuzzy msgid "" "You can compare various types of lights in action using the `3D Lights and " "Shadows demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können verschiedene Arten von Lichtern in Aktion vergleichen, indem Sie " +"das `3D Lights and Shadows Demo-Projekt `__ verwenden." msgid "Light nodes" msgstr "Beleuchtungs-Nodes" @@ -78,20 +81,16 @@ msgid "" "`class_OmniLight3D` and :ref:`class_SpotLight3D`. Let's take a look at the " "common parameters for lights:" msgstr "" -"Es gibt drei Arten von Lichtknoten (light nodes): :ref:" -"`class_DirectionalLight3D`, :ref:`class_OmniLight3D` und :ref:" -"`class_SpotLight3D`. Werfen wir einen Blick auf die allgemeinen Parameter " -"für Lichter:" +"Es gibt drei Arten von Licht-Nodes: :ref:`class_DirectionalLight3D`, :ref:" +"`class_OmniLight3D` und :ref:`class_SpotLight3D`. Werfen wir einen Blick auf " +"die allgemeinen Parameter für Lichter:" -#, fuzzy msgid "Each property has a specific function:" -msgstr "Jede hat eine bestimmte Funktion:" +msgstr "Jede Property hat eine bestimmte Funktion:" -#, fuzzy msgid "**Color:** Base color for emitted light." msgstr "**Farbe**: Grundfarbe für emittiertes Licht." -#, fuzzy msgid "" "**Energy:** Energy multiplier. This is useful for saturating lights or " "working with :ref:`doc_high_dynamic_range`." @@ -99,40 +98,44 @@ msgstr "" "**Energie**: Energie-Multiplikator. Dies ist nützlich, um Lichter zu " "sättigen oder mit :ref:`doc_high_dynamic_range` zu bearbeiten." -#, fuzzy msgid "" "**Indirect Energy:** Secondary multiplier used with indirect light (light " "bounces). This works with :ref:`doc_using_lightmap_gi`, VoxelGI or SDFGI." msgstr "" "**Indirekte Energie**: Sekundärer Multiplikator, der bei indirektem Licht " -"(Lichtreflexe) verwendet wird. Dies funktioniert bei vermischtem Licht oder " -"GIProbe." +"(Licht-Abprälle) verwendet wird. Dies funktioniert mit :ref:" +"`doc_using_lightmap_gi`, VoxelGI oder SDFGI." msgid "" "**Volumetric Fog Energy:** Secondary multiplier used with volumetric fog. " "This only has an effect when volumetric fog is enabled." msgstr "" +"**Volumetrische Nebel-Energie:** Sekundärer Multiplikator, der bei " +"volumetrischem Nebel verwendet wird. Dies hat nur einen Effekt, wenn " +"volumetrischer Nebel aktiviert ist." msgid "" "**Negative:** Light becomes subtractive instead of additive. It's sometimes " "useful to manually compensate some dark corners." msgstr "" +"**Negativ:** Das Licht wird subtraktiv statt additiv. Manchmal ist es " +"sinnvoll, dunkle Ecken manuell zu kompensieren." -#, fuzzy msgid "" "**Specular:** Affects the intensity of the specular blob in objects affected " "by this light. At zero, this light becomes a pure diffuse light." msgstr "" -"**Spiegelnd**: Beeinflusst die Intensität des spiegelnden Flecks in " -"Objekten, die von diesem Licht betroffen sind. Bei Null wird dieses Licht zu " -"einem rein diffusen Licht." +"**Specular**: Beeinflusst die Intensität des spiegelnden Flecks in Objekten, " +"die von diesem Licht betroffen sind. Bei Null wird dieses Licht zu einem " +"rein diffusen Licht." msgid "" "**Bake Mode:** Sets the bake mode for the light. See :ref:" "`doc_using_lightmap_gi`." msgstr "" +"**Backmodus:** Legt den Backmodus für das Licht fest. Siehe :ref:" +"`doc_using_lightmap_gi`." -#, fuzzy msgid "" "**Cull Mask:** Objects that are in the selected layers below will be " "affected by this light. Note that objects disabled via this cull mask will " @@ -140,21 +143,23 @@ msgid "" "adjust the **Cast Shadow** property on the GeometryInstance3D to the desired " "value." msgstr "" -"**Cull Maske**: Objekte, die sich in den ausgewählten Ebenen darunter " +"**Cull-Maske:** Objekte, die sich in den ausgewählten Ebenen darunter " "befinden, werden von diesem Licht beeinflusst. Beachten Sie, dass Objekte, " -"die durch diese Cull-Maske deaktiviert werden, trotzdem Schatten werfen. " -"Wenn Sie nicht wollen, dass deaktivierte Objekte Schatten werfen, stellen " -"Sie die Eigenschaft ``cast_shadow`` der GeometryInstance auf den gewünschten " -"Wert ein." +"die über diese Ausblendungsmaske deaktiviert werden, trotzdem Schatten " +"werfen. Wenn Sie nicht möchten, dass deaktivierte Objekte Schatten werfen, " +"stellen Sie die Property **Schatten werfen** der GeometryInstance3D auf den " +"gewünschten Wert ein." msgid "" "See :ref:`doc_physical_light_and_camera_units` if you wish to use real world " "units to configure your lights' intensity and color temperature." msgstr "" +"Siehe :ref:`doc_physical_light_and_camera_units`, wenn Sie die Intensität " +"und Farbtemperatur Ihrer Lichter in Einheiten der realen Welt konfigurieren " +"möchten." -#, fuzzy msgid "Light number limits" -msgstr "Beleuchtungs-Nodes" +msgstr "Grenzwerte für die Anzahl von Lichtern" msgid "" "When using the Forward+ renderer, Godot uses a *clustering* approach for " @@ -166,6 +171,15 @@ msgid "" "This limit can be increased by adjusting the **Rendering > Limits > Cluster " "Builder > Max Clustered Elements** advanced project setting." msgstr "" +"Bei Verwendung des Forward+-Renderers verwendet Godot einen *Cluster*-Ansatz " +"für die Echtzeitbeleuchtung. Es können so viele Lichter wie gewünscht " +"hinzugefügt werden (solange die Performance dies zulässt). Es gibt jedoch " +"immer noch eine Standardgrenze von 512 *Cluster-Elementen*, die in der " +"aktuellen Kameraansicht vorhanden sein können. Ein Cluster-Element ist ein " +"Rundumlicht, ein Spotlight, ein :ref:`Decal ` oder eine :" +"ref:`Reflexions-Probe `. Diese Grenze kann durch " +"Anpassen der erweiterten Projekteinstellung **Rendering > Limits > Cluster " +"Builder > Max. geclusterte Elemente** erhöht werden." msgid "" "When using the Forward Mobile renderer, there is a limitation of 8 " @@ -173,6 +187,10 @@ msgid "" "OmniLights + 256 SpotLights that can be rendered in the current camera view. " "These limits currently cannot be changed." msgstr "" +"Wenn Sie den Forward Mobile Renderer verwenden, gibt es eine Begrenzung von " +"8 OmniLights + 8 SpotLights pro Mesh-Ressource. Es gibt auch eine Begrenzung " +"von 256 OmniLights + 256 SpotLights, die in der aktuellen Kameraansicht " +"gerendert werden können. Diese Grenzen können derzeit nicht geändert werden." msgid "" "When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can " @@ -183,6 +201,14 @@ msgid "" "also be decreased to reduce shader compilation times and improve performance " "slightly." msgstr "" +"Wenn Sie den Kompatibilitäts-Renderer verwenden, können bis zu 8 OmniLights " +"+ 8 SpotLights pro Mesh-Ressource gerendert werden. Diese Grenze kann in den " +"erweiterten Projekteinstellungen durch Anpassen von **Rendering > Limits > " +"OpenGL > Max. renderbare Lichter** und/oder **Rendering > Limits > OpenGL > " +"Max Lichtinstanzen pro Object** auf Kosten der Performance und längerer " +"Shader-Kompilierungszeiten erhöht werden. Der Grenzwert kann auch verringert " +"werden, um die Shader-Kompilierungszeiten zu reduzieren und die Performance " +"leicht zu verbessern." msgid "" "With all rendering methods, up to 8 DirectionalLights can be visible at a " @@ -190,6 +216,11 @@ msgid "" "reduce the effective shadow resolution of each DirectionalLight. This is " "because directional shadow atlas is shared between all lights." msgstr "" +"Bei allen Rendering-Methoden können bis zu 8 DirectionalLights gleichzeitig " +"sichtbar sein. Jedes zusätzliche DirectionalLight mit aktivierten Schatten " +"reduziert jedoch die effektive Schattenauflösung jedes DirectionalLights. " +"Dies liegt daran, dass der Shadow-Atlas für alle Lichter gemeinsam genutzt " +"wird." msgid "" "If the rendering limit is exceeded, lights will start popping in and out " @@ -198,6 +229,12 @@ msgid "" "Splitting your meshes into smaller portions can also help, especially for " "level geometry (which also improves culling efficiency)." msgstr "" +"Wenn die Rendering-Grenze überschritten wird, beginnen sich die Lichter " +"während der Kamerabewegung an und auszuschalten, was ablenkend wirken kann. " +"Die Aktivierung von **Fernausblendung** auf Light Nodes kann helfen, dieses " +"Problem zu reduzieren und gleichzeitig die Leistung zu verbessern. Das " +"Aufteilen von Meshes in kleinere Teile kann ebenfalls helfen, insbesondere " +"bei der Level-Geometrie (was auch die Effizienz des Culling verbessert)." msgid "" "If you need to render more lights than possible in a given rendering " @@ -208,9 +245,17 @@ msgid "" "` technique as a replacement for " "light nodes that emit light over a large area." msgstr "" +"Wenn Sie mehr Lichter rendern müssen, als in einem bestimmten Rendering-" +"Backend möglich ist, sollten Sie :ref:`gebackene Lightmaps " +"` verwenden, wobei der Back-Modus der Lichter auf " +"**Statisch** gesetzt ist. Dies ermöglicht es, Lichter vollständig zu backen, " +"wodurch sie auch viel schneller gerendert werden können. Sie können auch " +"emittierende Materialien mit jeder beliebigen Technik der :ref:`Global " +"Illumination ` als Ersatz für Licht-" +"Nodes verwenden, die Licht über einen großen Bereich emittieren." msgid "Shadow mapping" -msgstr "Shadow Mapping" +msgstr "Shadow-Mapping" msgid "" "Lights can optionally cast shadows. This gives them greater realism (light " @@ -223,56 +268,57 @@ msgstr "" "Leistungseinbußen führen. Es gibt eine Liste allgemeiner Schattenparameter, " "von denen jeder auch eine spezifische Funktion hat:" -#, fuzzy msgid "**Enabled:** Check to enable shadow mapping in this light." msgstr "" -"** Aktiviert **: Aktivieren Sie diese Option, um die Schattenzuordnung bei " -"dieser Beleuchtung zu aktivieren." +"**Aktiviert:** Wählen Sie diese Option, um Shadow-Mapping bei diesem Licht " +"zu aktivieren." -#, fuzzy msgid "" "**Opacity:** Areas occluded are darkened by this opacity factor. Shadows are " "fully opaque by default, but this can be changed to make shadows translucent " "for a given light." msgstr "" -"**Farbe**: Die verdeckten Bereiche werden mit dieser Farbe multipliziert. " -"Standardmäßig ist sie schwarz, sie kann aber geändert werden, um Schatten " -"einzufärben." +"**Deckkraft:** Verdeckte Bereiche werden mit diesem Deckkraftfaktor " +"abgedunkelt. Schatten sind standardmäßig vollständig undurchsichtig, aber " +"dies kann geändert werden, um Schatten für ein bestimmtes Licht durchsichtig " +"zu machen." -#, fuzzy msgid "" "**Bias:** When this parameter is too low, self-shadowing occurs. When too " "high, shadows separate from the casters. Tweak to what works best for you." msgstr "" -"**Bias**: Wenn dieser Parameter zu klein ist, kommt es zur " -"Selbstabschattung. Wenn er zu groß ist, lösen sich die Schatten von den " -"Ausgangspunkten. Stellen Sie ein, was für Sie am besten funktioniert." +"**Bias:** Wenn dieser Parameter zu niedrig ist, kommt es zu " +"Selbstschattenbildung. Wenn er zu hoch ist, trennen sich die Schatten von " +"den Werfern. Tweaken Sie es so, wie es am besten für Sie funktioniert." -#, fuzzy msgid "" "**Normal Bias:** When this parameter is too low, self-shadowing occurs. When " "too high, shadows appear misaligned from the casters. Tweak to what works " "best for you." msgstr "" -"**Bias**: Wenn dieser Parameter zu klein ist, kommt es zur " -"Selbstabschattung. Wenn er zu groß ist, lösen sich die Schatten von den " -"Ausgangspunkten. Stellen Sie ein, was für Sie am besten funktioniert." +"**Normalen-Bias:** Wenn dieser Parameter zu niedrig ist, kommt es zur " +"Selbstabschattung. Wenn er zu hoch ist, erscheinen die Schatten von den " +"Schattenwerfern falsch ausgerichtet. Tweaken Sie es so, wie es am besten für " +"Sie funktioniert." -#, fuzzy msgid "" "**Transmittance Bias:** When this parameter is too low, self-shadowing " "occurs on materials that have transmittance enabled. When too high, shadows " "will not affect materials that have transmittance enabled consistently. " "Tweak to what works best for you." msgstr "" -"**Bias**: Wenn dieser Parameter zu klein ist, kommt es zur " -"Selbstabschattung. Wenn er zu groß ist, lösen sich die Schatten von den " -"Ausgangspunkten. Stellen Sie ein, was für Sie am besten funktioniert." +"**Transmittance-Bias:** Wenn dieser Parameter zu niedrig ist, tritt bei " +"Materialien mit aktivierter Transmittance eine Selbstabschattung auf. Wenn " +"er zu hoch ist, wirken sich Schatten nicht auf Materialien aus, bei denen " +"die Transmittance durchgängig aktiviert ist. Tweaken Sie es so, wie es am " +"besten für Sie funktioniert." msgid "" "**Reverse Cull Face:** Some scenes work better when shadow mapping is " "rendered with face-culling inverted." msgstr "" +"**Face-Culling umkehren:** Einige Szenen funktionieren besser, wenn das " +"Schatten-Mapping mit umgekehrtem Face-Culling gerendert wird." msgid "" "**Blur:** Multiplies the shadow blur radius for this light. This works with " @@ -283,19 +329,25 @@ msgid "" "the grainy pattern used for filtering more noticeable. See also :ref:" "`doc_lights_and_shadows_shadow_filter_mode`." msgstr "" +"**Blur:** Multipliziert den Radius des Schatten-Blurs für dieses Licht. Dies " +"funktioniert sowohl mit traditionellem Shadow-Mapping als auch mit " +"kontakthärtenden Schatten (Lichter mit **Winkeldistanz** oder **Größe** " +"größer als ``0.0``). Höhere Werte resultieren in weicheren Schatten, die " +"auch bei sich bewegenden Objekten zeitlich stabiler zu sein scheinen. Der " +"Nachteil einer Erhöhung der Schattenunschärfe ist, dass das körnige Muster, " +"das für die Filterung verwendet wird, stärker auffällt. Siehe auch :ref:" +"`doc_lights_and_shadows_shadow_filter_mode`." -#, fuzzy msgid "Tweaking shadow bias" -msgstr "Meshes einrichten" +msgstr "Optimieren des Schatten-Bias" -#, fuzzy msgid "" "Below is an image of what tweaking bias looks like. Default values work for " "most cases, but in general, it depends on the size and complexity of " "geometry." msgstr "" "Unten sehen Sie ein Bild, das zeigt, wie die Anpassung des Bias aussieht. " -"Die Standardwerte funktionieren in den meisten Fällen, aber im Allgemeinen " +"Die Default-Werte funktionieren in den meisten Fällen, aber im Allgemeinen " "hängt es von der Größe und Komplexität der Geometrie ab." msgid "" @@ -303,12 +355,19 @@ msgid "" "light, the shadow will be \"smeared\" onto the objects. This will cause the " "light's intended appearance to darken, and is called *shadow acne*:" msgstr "" +"Wenn der **Schattenbias** oder **Schattennormalen-Bias** für ein bestimmtes " +"Licht zu niedrig eingestellt ist, wird der Schatten auf die Objekte " +"\"verschmiert\". Dies führt dazu, dass das beabsichtigte Aussehen des Lichts " +"verdunkelt wird, und wird als *Schattenakne* bezeichnet:" msgid "" "On the other hand, if the **Shadow Bias** or **Shadow Normal Bias** is set " "too high for a given light, the shadow may appear to be disconnected from " "the object. This is called *peter-panning*:" msgstr "" +"Ist dagegen der **Schatten-Bias** oder **Schatten-Normalen-Bias** für ein " +"bestimmtes Licht zu hoch eingestellt, kann der Schatten vom Objekt " +"abgekoppelt erscheinen. Dies wird als *Peter-Panning* bezeichnet:" msgid "" "In general, increasing **Shadow Normal Bias** is preferred over increasing " @@ -317,18 +376,43 @@ msgid "" "shadow acne issues efficiently. The downside of increasing **Shadow Normal " "Bias** is that it can make shadows appear thinner for certain objects." msgstr "" +"Im Allgemeinen ist eine Erhöhung des **Schatten-Normalen-Bias** einer " +"Erhöhung des **Schatten-Bias** vorzuziehen. Die Erhöhung von **Schatten-" +"Normalen-Bias** verursacht nicht so viel Peter-Panning wie die Erhöhung von " +"**Schatten-Bias**, kann aber immer noch die meisten Probleme mit " +"Schattenakne effizient lösen. Der Nachteil einer Erhöhung des **Schatten-" +"Normalen-Bias** ist, dass der Schatten bei bestimmten Objekten dünner " +"erscheinen kann." msgid "" "Any sort of bias issues can be fixed by :ref:`increasing the shadow map " "resolution `, at " "the cost of decreased performance." msgstr "" +"Jede Art von Verzerrungsproblemen kann durch :ref:`Erhöhung der Auflösung " +"der Shadow-Map ` " +"behoben werden, allerdings auf Kosten einer geringeren Performance." msgid "" "Tweaking shadow mapping settings is an art – there are no \"one size fits " "all\" settings. To achieve the best visuals, you may need to use different " "shadow bias values on a per-light basis." msgstr "" +"Das Optimieren der Shadow-Mapping-Einstellungen ist eine Kunst - es gibt " +"keine perfekten Einstellungen für alle Anwendungsfälle. Um ein optimales " +"Ergebnis zu erzielen, müssen Sie möglicherweise für jedes einzelne Licht " +"unterschiedliche Werte für den Schatten-Bias verwenden." + +msgid "" +"**Note on Appearance Changes**: When enabling shadows on a light, be aware " +"that the light's appearance might change compared to when it's rendered " +"without shadows in the compatibility renderer. Due to limitations with older " +"mobile devices, shadows are implemented using a multi-pass rendering " +"approach so lights with shadows are rendered in sRGB space instead of linear " +"space. This change in rendering space can sometimes drastically alter the " +"light's appearance. To achieve a similar appearance to an unshadowed light, " +"you may need to adjust the light's energy setting." +msgstr "" msgid "Directional light" msgstr "Gerichtetes Licht" @@ -342,7 +426,7 @@ msgstr "" "Dies ist die häufigste Art von Licht und stellt eine sehr weit entfernte " "Lichtquelle dar (z. B. die Sonne). Es ist auch das am günstigsten zu " "berechnende Licht und sollte wann immer möglich verwendet werden (obwohl es " -"nicht die am günstigsten zu berechnende Schatten ist, aber dazu später mehr)." +"nicht die am günstigsten zu berechnende Schatten hat, aber dazu später mehr)." msgid "" "Directional light models an infinite number of parallel light rays covering " @@ -350,17 +434,21 @@ msgid "" "which indicates the direction of the light rays. However, the position of " "the node does not affect the lighting at all and can be anywhere." msgstr "" +"Gerichtetes Licht modelliert eine unendliche Anzahl von parallelen " +"Lichtstrahlen, von denen die gesamte Szene abgedeckt wird. Der Node für " +"gerichtetes Licht wird durch einen großen Pfeil dargestellt, der die " +"Richtung der Lichtstrahlen angibt. Die Position des Nodes hat jedoch " +"keinerlei Einfluss auf die Beleuchtung und kann beliebig sein." #, fuzzy msgid "" "Every face whose front-side is hit by the light rays is lit, while the " -"others stay dark. Unlike most other light types directional lights, don't " +"others stay dark. Unlike most other light types, directional lights don't " "have specific parameters." msgstr "" "Jede Fläche, deren Vorderseite von den Lichtstrahlen getroffen wird, wird " -"beleuchtet, während die anderen dunkel bleiben. Die meisten Lichttypen haben " -"spezifische Parameter, aber gerichtete Lichter sind von Natur aus ziemlich " -"einfach, daher haben sie keine Parameter." +"beleuchtet, während die anderen dunkel bleiben. Im Gegensatz zu den meisten " +"anderen Lichtarten hat gerichtetes Licht keine spezifischen Parameter." msgid "" "The directional light also offers a **Angular Distance** property, which " @@ -369,6 +457,12 @@ msgid "" "also affecting the sun's appearance in procedural sky materials. This is " "called a *contact-hardening* shadow (also known as PCSS)." msgstr "" +"Das gerichtete Licht bietet auch eine **Winkeldistanz**-Property zur " +"Bestimmung der Winkelgröße des Lichts in Grad. Wenn Sie diesen Wert über " +"``0.0`` erhöhen, werden die Schatten bei größeren Entfernungen vom " +"Schattenwerfer weicher, während sie auch das Aussehen der Sonne in " +"prozeduralen Himmelsmaterialien beeinflussen. Dies wird als " +"*Kontakthärtender* Schatten bezeichnet (auch bekannt als PCSS)." msgid "" "For reference, the angular distance of the Sun viewed from the Earth is " @@ -376,6 +470,11 @@ msgid "" "recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if " "setting this value above ``0.0`` on lights with shadows enabled." msgstr "" +"Zum Vergleich: Die Winkeldistanz der Sonne von der Erde aus gesehen beträgt " +"ungefähr ``0,5``. Diese Art von Schatten sind teuer, daher sollten Sie die " +"Empfehlungen in :ref:`doc_lights_and_shadows_pcss_recommendations` " +"nachschlagen, wenn Sie diesen Wert über ``0.0`` auf Lichter mit aktiviertem " +"Schatten setzen." msgid "Directional shadow mapping" msgstr "Gerichtetes Schatten-Mapping" @@ -386,12 +485,24 @@ msgid "" "distance). There is, however, a problem with this approach because objects " "closer to the camera receive low-resolution shadows that may appear blocky." msgstr "" +"Zur Berechnung von Shadow-Maps wird die Szene (nur die Tiefe) aus einem " +"orthogonalen Blickwinkel gerendert, der die gesamte Szene (oder bis zur " +"maximalen Entfernung) abdeckt. Bei diesem Ansatz gibt es jedoch ein Problem, " +"da Objekte, die sich näher an der Kamera befinden, Schatten mit geringer " +"Auflösung erhalten, die blockartig erscheinen können." msgid "" "To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used. " "This splits the view frustum in 2 or 4 areas. Each area gets its own shadow " "map. This allows small areas close to the viewer to have the same shadow " -"resolution as a huge, far-away area." +"resolution as a huge, far-away area. When shadows are enabled for " +"DirectionalLight3D, the default shadow mode is PSSM with 4 splits. In " +"scenarios where an object is large enough to appear in all four splits, it " +"results in increased draw calls. Specifically, such an object will be " +"rendered five times in total: once for each of the four shadow splits and " +"once for the final scene rendering. This can impact performance, " +"understanding this behavior is important for optimizing your scene and " +"managing performance expectations." msgstr "" msgid "With this, shadows become more detailed:" @@ -408,6 +519,13 @@ msgid "" "common to give more detail to close objects (like a character in a third-" "person game)." msgstr "" +"Jede Teilungsdistanz wird relativ zur Kamera-Near gesteuert (oder zur **Max-" +"Distanz** des Schattens, wenn diese größer als ``0.0`` ist). ``0.0`` ist die " +"Augenposition und ``1.0`` ist der Punkt, an dem der Schatten in der " +"Entfernung endet. Die Abstände liegen dazwischen. Die voreingestellten Werte " +"funktionieren im Allgemeinen gut, aber es ist üblich, die erste Teilung ein " +"wenig zu verändern, um nahen Objekten (wie einer Figur in einem Third-Person-" +"Spiel) mehr Details zu verleihen." msgid "" "Always make sure to set a shadow **Max Distance** according to what the " @@ -421,12 +539,28 @@ msgid "" "fully cover the scene, as the shadow will appear to be suddenly cut off at a " "distance." msgstr "" +"Stellen Sie immer sicher, dass Sie den **Max-Abstand** des Schattens so " +"einstellen, wie es die Szene erfordert. Ein geringerer maximaler Abstand " +"führt zu besser aussehenden Schatten und besserer Leistung, da weniger " +"Objekte in das Schatten-Rendering einbezogen werden müssen. Sie können auch " +"**Verblassungsstart** einstellen, um zu kontrollieren, wie aggressiv das " +"Ausblenden des Schattens in einer bestimmten Entfernung sein soll. Bei " +"Szenen, in denen **Max-Abstand** die Szene an einer bestimmten " +"Kameraposition vollständig abdeckt, können Sie **Verblassungsstart** auf " +"``1.0`` erhöhen, um das Ausblenden des Schattens in der Entfernung zu " +"verhindern. Dies sollte nicht in Szenen gemacht werden, in denen **Max-" +"Abstand** die Szene nicht vollständig abdeckt, da der Schatten in der Ferne " +"plötzlich abgeschnitten erscheint." msgid "" "Sometimes, the transition between a split and the next can look bad. To fix " "this, the **Blend Splits** option can be turned on, which sacrifices detail " "and performance in exchange for smoother transitions:" msgstr "" +"Manchmal kann der Übergang zwischen einer Teilung und der nächsten schlecht " +"aussehen. Um dies zu beheben, kann die Option **Teilungen überblenden** " +"aktiviert werden, die Details und Performance opfert um weichere Übergänge " +"zu erhalten:" msgid "" "The **Shadow > Normal Bias** parameter can be used to fix special cases of " @@ -435,6 +569,12 @@ msgid "" "**Shadow > Normal Bias** before increasing **Shadow > Bias** in most " "situations." msgstr "" +"Der Parameter **Schatten > Normalen-Bias** kann verwendet werden, um " +"spezielle Fälle von Selbstüberschattung zu beheben, wenn Objekte senkrecht " +"zum Licht stehen. Der einzige Nachteil ist, dass der Schatten dadurch etwas " +"dünner wird. Ziehen Sie in den meisten Situationen eine Erhöhung von " +"**Schatten > Normalen-Bias** in Betracht, bevor Sie **Schatten > Bias** " +"erhöhen." msgid "" "Lastly, **Pancake Size** is a property that can be adjusted to fix missing " @@ -442,28 +582,37 @@ msgid "" "value if you notice missing shadows that are not related to shadow biasing " "issues." msgstr "" +"Schließlich ist **Pancake-Größe** eine Property, die angepasst werden kann, " +"um fehlende Schatten zu beheben, wenn große Objekte mit ungeteilten Meshes " +"verwendet werden. Ändern Sie diesen Wert nur, wenn Sie fehlende Schatten " +"bemerken, die nicht auf Probleme mit der Schatten-Bias zurückzuführen sind." msgid "Omni light" -msgstr "Rundum Beleuchtung" +msgstr "Omni-Licht" msgid "" "Omni light is a point source that emits light spherically in all directions " "up to a given radius." msgstr "" +"Omni-Licht ist eine Punktlichtquelle, die ihr Licht bis zu einem bestimmten " +"Radius kugelförmig in alle Richtungen abstrahlt." msgid "" "In real life, light attenuation is an inverse function, which means omni " "lights don't have a radius. This is a problem because it means computing " "several omni lights would become demanding." msgstr "" +"Im echten Leben ist die Lichtabschwächung eine Umkehrfunktion, was bedeutet, " +"dass Rundumlichter keinen Radius haben. Das ist ein Problem, denn es " +"bedeutet, dass die Berechnung mehrerer Rundumlichter anspruchsvoll werden " +"würde." -#, fuzzy msgid "" "To solve this, a **Range** parameter is introduced together with an " "attenuation function." msgstr "" -"Um dieses Problem zu lösen, wird ein *Bereich* zusammen mit einer " -"Dämpfungsfunktion eingeführt." +"Um dieses Problem zu lösen, wird ein Parameter **Bereich** zusammen mit " +"einer Dämpfungsfunktion eingeführt." msgid "" "These two parameters allow tweaking how this works visually in order to find " @@ -481,14 +630,24 @@ msgid "" "`doc_lights_and_shadows_pcss_recommendations` if setting this value above " "``0.0`` on lights with shadows enabled." msgstr "" +"In OmniLight3D gibt es auch einen Parameter **Größe**. Wenn Sie diesen Wert " +"erhöhen, wird das Licht langsamer ausgeblendet und die Schatten erscheinen " +"unschärfer, wenn sie weit vom Schattenwerfer entfernt sind. Auf diese Weise " +"können Sie in gewissem Umfang Flächenlichter simulieren. Dies wird als " +"*Kontakthärtender* Schatten bezeichnet (auch als PCSS bekannt). Diese Art " +"von Schatten ist teuer, daher sollten Sie die Empfehlungen in :ref:" +"`doc_lights_and_shadows_pcss_recommendations` überprüfen, wenn Sie diesen " +"Wert über ``0.0`` auf Lichter mit aktivierten Schatten setzen." msgid "Omni shadow mapping" -msgstr "" +msgstr "Omni-Shadow-Mapping" msgid "" "Omni light shadow mapping is relatively straightforward. The main issue that " "needs to be considered is the algorithm used to render it." msgstr "" +"Omni-Licht-Shadow-Mapping ist relativ einfach. Das Hauptproblem, das " +"berücksichtigt werden muss, ist der Algorithmus, mit dem es gerendert wird." msgid "" "Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** " @@ -497,6 +656,11 @@ msgid "" "consider changing it to **Dual Parabolid** for lights where it doesn't make " "much of a visual difference." msgstr "" +"Omni-Schatten können entweder als **Dual Paraboloid** oder **Cube** " +"gerendert werden. **Dual Parabolid** rendert schnell, kann aber Verformungen " +"verursachen, während **Cube** korrekter, aber langsamer ist. Die " +"Standardeinstellung ist **Cube**, aber für Lichter, bei denen es keinen " +"großen visuellen Unterschied macht, sollten Sie **Dual Parabolid** wählen." msgid "" "If the objects being rendered are mostly irregular and subdivided, Dual " @@ -504,6 +668,10 @@ msgid "" "shadow atlas (more on that at the end), it may not make a difference in " "performance for most scenes." msgstr "" +"Wenn die gerenderten Objekte meist unregelmäßig und unterteilt sind, ist " +"Dual Paraboloid normalerweise ausreichend. Da diese Schatten in einem Shadow-" +"Atlas zwischengespeichert werden (mehr dazu am Ende), macht dies für die " +"meisten Szenen keinen Unterschied in der Leistung." msgid "" "Omni lights with shadows enabled can make use of projectors. The projector " @@ -512,14 +680,22 @@ msgid "" "projector texture is assigned; you can increase **Energy** to compensate for " "this." msgstr "" +"Omni-Lichter mit aktivierten Schatten können Projektoren verwenden. Die " +"Projektor-Textur *multipliziert* die Farbe des Lichts mit der Farbe an einem " +"bestimmten Punkt der Textur. Daher erscheinen Lichter in der Regel dunkler, " +"wenn eine Projektor-Textur zugewiesen ist; Sie können **Energie** erhöhen, " +"um dies auszugleichen." msgid "" "Omni light projector textures require a special 360° panorama mapping, " "similar to :ref:`class_PanoramaSkyMaterial` textures." msgstr "" +"Omni-Lichtprojektor-Texturen erfordern ein spezielles 360°-Panorama-Mapping, " +"ähnlich den :ref:`class_PanoramaSkyMaterial`-Texturen." msgid "With the projector texture below, the following result is obtained:" msgstr "" +"Mit der unten angegebenen Projektortextur erhält man folgendes Ergebnis:" msgid "" "If you've acquired omni projectors in the form of cubemap images, you can " @@ -527,9 +703,13 @@ msgid "" "cubemap_to_panorama_js/cubemap_to_panorama.html>`__ to convert them to a " "single panorama image." msgstr "" +"Wenn Sie Omniprojektoren in Form von Cubemap-Bildern vorliegen haben, können " +"Sie `dieses webbasierte Konvertierungstool `__ verwenden, um sie " +"in ein einziges Panoramabild umzuwandeln." msgid "Spot light" -msgstr "Spot Beleuchtung" +msgstr "Spot-Licht" msgid "" "Spot lights are similar to omni lights, except they emit light only into a " @@ -537,14 +717,18 @@ msgid "" "reflectors, spots, etc. This type of light is also attenuated towards the " "opposite direction it points to." msgstr "" +"Spotlichter sind ähnlich wie Omni-Lichter, allerdings strahlen sie das Licht " +"nur in einen Kegel (oder \"Cutoff\") ab. Sie sind nützlich, um " +"Taschenlampen, Autolichter, Reflektoren, Scheinwerfer usw. zu simulieren. " +"Diese Art von Licht wird auch in die entgegengesetzte Richtung, in die es " +"zeigt, abgeschwächt." -#, fuzzy msgid "" "Spot lights share the same **Range**, **Attenuation** and **Size** as " "OmniLight3D, and add two extra parameters:" msgstr "" -"Spotlights haben die gleichen **Reichweite** und **Dämpfung** Eigenschaften " -"wie das**OmniLight**. Fügen aber zwei zusätzliche Parameter hinzu:" +"Spotlichter haben die gleichen Parameter **Bereich**, **Dämpfung** und " +"**Größe** wie OmniLight3D und fügen zwei zusätzliche Parameter hinzu:" msgid "**Angle:** The aperture angle of the light." msgstr "**Winkel**: Der Blendenwinkel des Lichts." @@ -553,9 +737,11 @@ msgid "" "**Angle Attenuation:** The cone attenuation, which helps soften the cone " "borders." msgstr "" +"**Winkeldämpfung:** Die Kegeldämpfung, die dazu beiträgt, die Kegelränder " +"abzuschwächen." msgid "Spot shadow mapping" -msgstr "Punkt-Schatten-Mapping" +msgstr "Punktlicht-Shadow-Mapping" msgid "" "Spots feature the same parameters as omni lights for shadow mapping. " @@ -563,6 +749,10 @@ msgid "" "as only one shadow texture needs to be rendered (instead of rendering 6 " "faces, or 2 in dual parabolid mode)." msgstr "" +"Spots verfügen über die gleichen Parameter wie Omni-Lights für die Shadow-" +"Mapping. Das Rendern von Spot-Shadow-Maps ist im Vergleich zu Omnilichtern " +"deutlich schneller, da nur eine Schattentextur gerendert werden muss (statt " +"6 Flächen oder 2 im Dual-Parabolid-Modus zu rendern)." msgid "" "Spot lights with shadows enabled can make use of projectors. The projector " @@ -571,12 +761,20 @@ msgid "" "projector texture is assigned; you can increase **Energy** to compensate for " "this." msgstr "" +"Spotlichter mit aktivierten Schatten können Projektoren verwenden. Die " +"Projektor-Textur *multipliziert* die Farbe des Lichts mit der Farbe an einem " +"bestimmten Punkt der Textur. Daher erscheinen Lichter in der Regel dunkler, " +"wenn eine Projektor-Textur zugewiesen wurde; Sie können **Energie** erhöhen, " +"um dies auszugleichen." msgid "" "Unlike omni light projectors, a spot light projector texture doesn't need to " "follow a special format to look correct. It will be mapped in a way similar " "to a :ref:`decal `." msgstr "" +"Im Gegensatz zu Omni-Licht-Projektoren muss die Textur eines Punktlicht-" +"Projektors keinem speziellen Format folgen, um korrekt auszusehen. Sie wird " +"ähnlich wie ein :ref:`Decal ` abgebildet." msgid "" "Spot lights with wide angles will have lower-quality shadows than spot " @@ -585,9 +783,14 @@ msgid "" "working entirely. If you need shadows for wider lights, use an omni light " "instead." msgstr "" +"Bei Spot-Lichtern mit weitem Winkel ist die Qualität der Schatten geringer " +"als bei Spot-Lichtern mit engem Winkel, da die Shadow-Map über eine größere " +"Fläche verteilt wird. Bei einem Winkel von mehr als 89 Grad funktionieren " +"die Schatten von Spot-Lichtern überhaupt nicht mehr. Wenn Sie Schatten für " +"breitere Lichter benötigen, verwenden Sie stattdessen ein Omni-Licht." msgid "Shadow atlas" -msgstr "Schattenatlas" +msgstr "Shadow-Atlas" msgid "" "Unlike Directional lights, which have their own shadow texture, omni and " @@ -595,33 +798,42 @@ msgid "" "configured in the advanced Project Settings (**Rendering > Lights And " "Shadows > Positional Shadow**)." msgstr "" +"Im Gegensatz zu gerichteten Lichtern, die über eine eigene Schattentextur " +"verfügen, werden Omni- und Punktlichter den Slots eines Shadow-Atlasses " +"zugewiesen. Dieser Atlas kann in den erweiterten Projekteinstellungen " +"konfiguriert werden (**Rendering > Lichter und Schatten > " +"Positionsschatten**)." -#, fuzzy msgid "" "The resolution applies to the whole shadow atlas. This atlas is divided into " "four quadrants:" msgstr "" -"Die Auflösung gilt für den gesamten Schattenatlas. Dieser Atlas ist in vier " +"Die Auflösung gilt für den gesamten Shadow-Atlas. Dieser Atlas ist in vier " "Quadranten unterteilt:" msgid "" "Each quadrant can be subdivided to allocate any number of shadow maps; the " "following is the default subdivision:" msgstr "" +"Jeder Quadrant kann unterteilt werden, um eine beliebige Anzahl von Shadow-" +"Maps zuzuweisen; die folgende Unterteilung ist die Default-Unterteilung:" -#, fuzzy msgid "The shadow atlas allocates space as follows:" -msgstr "Die gebräuchlichsten Anwendungsfälle sind:" +msgstr "Der Shadow-Atlas weist den Platz wie folgt zu:" msgid "" "The biggest shadow map size (when no subdivision is used) represents a light " "the size of the screen (or bigger)." msgstr "" +"Die größte Shadow Map-Größe (wenn keine Unterteilung verwendet wird) stellt " +"ein Licht in der Größe des Bildschirms (oder größer) dar." msgid "" "Subdivisions (smaller maps) represent shadows for lights that are further " "away from view and proportionally smaller." msgstr "" +"Unterteilungen (kleinere Karten) stellen Schatten für Lichter dar, die " +"weiter vom Blickpunkt entfernt und proportional kleiner sind." msgid "Every frame, the following procedure is performed for all lights:" msgstr "" @@ -631,16 +843,23 @@ msgid "" "Check if the light is on a slot of the right size. If not, re-render it and " "move it to a larger/smaller slot." msgstr "" +"Prüfen Sie, ob sich das Licht auf einem Slot der richtigen Größe befindet. " +"Wenn nicht, rendern Sie es neu und verschieben Sie es in einen größeren/" +"kleineren Slot." msgid "" "Check if any object affecting the shadow map has changed. If it did, re-" "render the light." msgstr "" +"Prüfen Sie, ob sich ein Objekt, das die Shadow-Map beeinflusst, geändert " +"hat. Wenn ja, rendern Sie das Licht neu." msgid "" "If neither of the above has happened, nothing is done, and the shadow is " "left untouched." msgstr "" +"Ist keiner der beiden Fälle eingetreten, wird nichts unternommen und der " +"Schatten bleibt unverändert." msgid "" "If the slots in a quadrant are full, lights are pushed back to smaller " @@ -648,25 +867,36 @@ msgid "" "full, some lights will not be able to render shadows even if shadows are " "enabled on them." msgstr "" +"Wenn die Slots in einem Quadranten voll sind, werden die Lichter je nach " +"Größe und Entfernung in kleinere Slots zurückgeschoben. Wenn alle Slots in " +"allen Quadranten voll sind, können einige Lichter keine Schatten rendern, " +"selbst wenn Schatten für sie aktiviert sind." msgid "" "The default shadow allocation strategy allows rendering up to 88 lights with " "shadows enabled in the camera frustum (4 + 4 + 16 + 64):" msgstr "" +"Die Standardstrategie für die Schattenzuweisung ermöglicht das Rendern von " +"bis zu 88 Lichtern mit aktiviertem Schatten im Kamera-Frustum (4 + 4 + 16 + " +"64):" msgid "The first and most detailed quadrant can store 4 shadows." -msgstr "" +msgstr "Der erste und detaillierteste Quadrant kann 4 Schatten speichern." msgid "The second quadrant can store 4 other shadows." -msgstr "" +msgstr "Der zweite Quadrant kann 4 weitere Schatten speichern." msgid "The third quadrant can store 16 shadows, with less detail." msgstr "" +"Der dritte Quadrant kann 16 Schatten speichern, allerdings mit weniger " +"Details." msgid "" "The fourth and least detailed quadrant can store 64 shadows, with even less " "detail." msgstr "" +"Der vierte und am wenigsten detaillierte Quadrant kann 64 Schatten " +"speichern, die noch weniger detailliert sind." msgid "" "Using a higher number of shadows per quadrant allows supporting a greater " @@ -675,6 +905,12 @@ msgid "" "light). However, increasing the number of shadows per quadrant comes at the " "cost of lower shadow quality." msgstr "" +"Die Verwendung einer höheren Anzahl von Schatten pro Quadrant ermöglicht es, " +"eine größere Anzahl von Lichtern mit aktivierten Schatten zu unterstützen " +"und gleichzeitig die Leistung zu verbessern (da die Schatten mit einer " +"geringeren Auflösung für jedes Licht gerendert werden). Die Erhöhung der " +"Anzahl der Schatten pro Quadrant geht jedoch einher mit einer geringeren " +"Schattenqualität." msgid "" "In some cases, you may want to use a different allocation strategy. For " @@ -682,28 +918,39 @@ msgid "" "may want to set all quadrants to have the same subdivision so that all " "lights have shadows of similar quality level." msgstr "" +"In manchen Fällen kann es sinnvoll sein, eine andere Zuweisungsstrategie zu " +"verwenden. In einem Top-Down-Spiel, in dem alle Lichter in etwa gleich groß " +"sind, sollten Sie zum Beispiel alle Quadranten gleich unterteilen, damit " +"alle Lichter Schatten mit einer ähnlichen Qualitätsstufe haben." msgid "Balancing performance and quality" -msgstr "Gleichgewicht zwischen Leistung und Qualität" +msgstr "Abwägung zwischen Performance und Qualität" msgid "" "Shadow rendering is a critical topic in 3D rendering performance. It's " "important to make the right choices here to avoid creating bottlenecks." msgstr "" +"Das Schattenrendering ist ein wichtiges Thema bei der 3D-Rendering-" +"Performance. Es ist wichtig, hier die richtigen Entscheidungen zu treffen, " +"um Bottlenecks zu vermeiden." msgid "" "Directional shadow quality settings can be changed at run-time by calling " "the appropriate :ref:`class_RenderingServer` methods." msgstr "" +"Die Einstellungen für die Qualität von gerichteten Schatten können während " +"der Laufzeit durch den Aufruf der entsprechenden :ref:" +"`class_RenderingServer`-Methoden geändert werden." msgid "" "Positional (omni/spot) shadow quality settings can be changed at run-time on " "the root :ref:`class_Viewport`." msgstr "" +"Die Einstellungen für die Qualität von Positionsschatten (Omni/Spot) können " +"zur Laufzeit auf dem Root :ref:`class_Viewport` geändert werden." -#, fuzzy msgid "Shadow map size" -msgstr "Schattenzuordnung" +msgstr "Größe der Shadow-Map" msgid "" "High shadow resolutions result in sharper shadows, but at a significant " @@ -711,6 +958,11 @@ msgid "" "always more realistic*. In most cases, this should be kept at its default " "value of ``4096`` or decreased to ``2048`` for low-end GPUs." msgstr "" +"Hohe Schattenauflösungen führen zu schärferen Schatten, aber zu einem " +"erheblichen Performance-Verlust. Es sollte auch beachtet werden, dass " +"*schärfere Schatten nicht immer realistischer sind*. In den meisten Fällen " +"sollte der Standardwert von ``4096`` beibehalten oder auf ``2048`` für Low-" +"End-GPUs reduziert werden." msgid "" "If positional shadows become too blurry after decreasing the shadow map " @@ -718,10 +970,14 @@ msgid "" "` quadrants to contain fewer shadows. " "This will allow each shadow to be rendered at a higher resolution." msgstr "" +"Wenn Positionsschatten nach einer Verringerung der Größe der Shadow Map zu " +"unscharf werden, können Sie dem entgegenwirken, indem Sie die :ref:`Shadow-" +"Atlas `-Quadranten so anpassen, dass " +"sie weniger Schatten enthalten. Dadurch kann jeder Schatten mit einer " +"höheren Auflösung gerendert werden." -#, fuzzy msgid "Shadow filter mode" -msgstr "Schattenfilterqualität" +msgstr "Schattenfilter-Modus" msgid "" "Several shadow map quality settings can be chosen here. The default **Soft " @@ -729,6 +985,10 @@ msgid "" "detailed textures, as the texture detail will help make the dithering " "pattern less noticeable." msgstr "" +"Hier können mehrere Qualitätseinstellungen für die Shadow Map gewählt " +"werden. Die Standardeinstellung **Soft Low** ist eine gute Balance zwischen " +"Leistung und Qualität für Szenen mit detaillierten Texturen, da die " +"Texturdetails dazu beitragen, dass das Dithering-Muster weniger auffällt." msgid "" "However, in projects with less detailed textures, the shadow dithering " @@ -737,6 +997,11 @@ msgid "" "`doc_3d_antialiasing_fxaa`, or increase the shadow filter quality to **Soft " "Medium** or higher." msgstr "" +"In Projekten mit weniger detaillierten Texturen kann das Schatten-Dithering-" +"Muster jedoch deutlicher sichtbar sein. Um dieses Muster auszublenden, " +"können Sie entweder :ref:`doc_3d_antialiasing_taa`, :ref:" +"`doc_3d_antialiasing_fsr2`, :ref:`doc_3d_antialiasing_fxaa` aktivieren oder " +"die Qualität des Schattenfilters auf **Soft Medium** oder höher erhöhen." msgid "" "The **Soft Very Low** setting will automatically decrease shadow blur to " @@ -744,15 +1009,23 @@ msgid "" "**Soft High** and **Soft Ultra** settings will automatically increase shadow " "blur to better make use of the increased sample count." msgstr "" +"Mit der Einstellung **Soft Very Low** wird die Schattenunschärfe automatisch " +"verringert, um Artefakte aufgrund der geringen Abtastrate weniger sichtbar " +"zu machen. Umgekehrt erhöhen die Einstellungen **Soft High** und **Soft " +"Ultra** automatisch die Schattenunschärfe, um die erhöhte Anzahl von Samples " +"besser zu nutzen." msgid "16-bits versus 32-bit" -msgstr "" +msgstr "16-bits versus 32-bit" msgid "" "By default, Godot uses 16-bit depth textures for shadow map rendering. This " "is recommended in most cases as it performs better without a noticeable " "difference in quality." msgstr "" +"Standardmäßig verwendet Godot 16-Bit-Tiefentexturen für das Rendering von " +"Shadow Maps. Dies wird in den meisten Fällen empfohlen, da es ohne " +"merklichen Qualitätsunterschied zu einer besseren Performance führt." msgid "" "If **16 Bits** is disabled, 32-bit depth textures will be used instead. This " @@ -760,16 +1033,22 @@ msgid "" "enabled. However, the difference is often barely visible, yet this can have " "a significant performance cost." msgstr "" +"Wenn **16 Bits** deaktiviert ist, werden stattdessen 32-Bit-Tiefentexturen " +"verwendet. Dies kann zu weniger Artefakten in großen Szenen und großen " +"Lichtern mit aktivierten Schatten führen. Allerdings ist der Unterschied oft " +"kaum sichtbar, was jedoch zu erheblichen Performance-Einbußen führen kann." -#, fuzzy msgid "Light/shadow distance fade" -msgstr "Nähe und Entfernung verblassen" +msgstr "Entfernungs-Fading bei Licht und Schatten" msgid "" "OmniLight3D and SpotLight3D offer several properties to hide distant lights. " "This can improve performance significantly in large scenes with dozens of " "lights or more." msgstr "" +"OmniLight3D und SpotLight3D bieten mehrere Propertys, um entfernte Lichter " +"auszublenden. Dies kann die Leistung in großen Szenen mit Dutzenden von " +"Lichtern oder mehr erheblich verbessern." msgid "" "**Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of " @@ -777,11 +1056,18 @@ msgid "" "which it will be culled and not sent to the shader at all. Use this to " "reduce the number of active lights in a scene and thus improve performance." msgstr "" +"**Aktiviert:** Legt fest, ob das Entfernungs-Fading (eine Form von :abbr:" +"`LOD (Level of Detail)`) aktiviert ist. Das Licht wird über **Beginn + " +"Länge** ausgeblendet, danach wird es aussortiert und nicht mehr an den " +"Shader gesendet. Verwenden Sie dies, um die Anzahl der aktiven Lichter in " +"einer Szene zu reduzieren und so die Leistung zu verbessern." msgid "" "**Begin:** The distance from the camera at which the light begins to fade " "away (in 3D units)." msgstr "" +"**Beginn:** Die Entfernung von der Kamera, bei der das Licht zu verblassen " +"beginnt (in 3D-Einheiten)." msgid "" "**Shadow:** The distance from the camera at which the shadow begins to fade " @@ -789,6 +1075,10 @@ msgid "" "the light, further improving performance. Only available if shadows are " "enabled for the light." msgstr "" +"**Schatten:** Die Entfernung von der Kamera, bei der ein Schatten zu " +"verblassen beginnt (in 3D-Einheiten). Dies kann verwendet werden, um " +"Schatten im Vergleich zum Licht früher auszublenden, was die Performance " +"weiter verbessert. Nur verfügbar, wenn Schatten für das Licht aktiviert sind." msgid "" "**Length:** The distance over which the light and shadow fades (in 3D " @@ -796,10 +1086,13 @@ msgid "" "completely invisible at the end. Higher values result in a smoother fade-out " "transition, which is more suited when the camera moves fast." msgstr "" +"**Länge:** Die Entfernung, über die Licht und Schatten verblassen (in 3D-" +"Einheiten). Das Licht wird über diese Strecke langsam transparenter und ist " +"am Ende völlig unsichtbar. Höhere Werte führen zu einem weicheren Fade-Out-" +"Übergang, der besser geeignet ist, wenn sich die Kamera schnell bewegt." -#, fuzzy msgid "PCSS recommendations" -msgstr "Empfehlungen" +msgstr "PCSS-Empfehlungen" msgid "" "Percentage-closer soft shadows (PCSS) provide a more realistic shadow " @@ -807,9 +1100,14 @@ msgid "" "between the caster and the surface receiving the shadow. This comes at a " "high performance cost, especially for directional lights." msgstr "" +"Percentage-closer soft shadows (PCSS) bieten ein realistischeres " +"Schattenbild, wobei die Größe des Halbschattens vom Abstand zwischen dem " +"Schattenwerfer und der Oberfläche, die den Schatten empfängt, abhängt. Dies " +"geht mit einem hohen Leistungsaufwand einher, insbesondere bei gerichteten " +"Lichtern." msgid "To avoid performance issues, it's recommended to:" -msgstr "" +msgstr "Um Performance-Probleme zu vermeiden, empfiehlt sich Folgendes:" msgid "" "Only use a handful of lights with PCSS shadows enabled at a given time. The " @@ -817,6 +1115,10 @@ msgid "" "sources that are more faint usually don't benefit much from using PCSS " "shadows." msgstr "" +"Verwenden Sie jeweils nur eine Handvoll Lichter mit aktivierten PCSS-" +"Schatten. Der Effekt ist im Allgemeinen bei großen, hellen Lichtern am " +"deutlichsten. Sekundäre Lichtquellen, die schwächer sind, profitieren in der " +"Regel nicht sehr von der Verwendung von PCSS-Schatten." msgid "" "Provide a setting for users to disable PCSS shadows. On directional lights, " @@ -825,10 +1127,15 @@ msgid "" "lights, this can be done by setting the OmniLight3D or SpotLight3D's " "``light_size`` property to ``0.0`` in a script." msgstr "" +"Bieten Sie eine Einstellung für Benutzer an, um PCSS-Schatten zu " +"deaktivieren. Bei gerichteten Lichtern kann dies erreicht werden, indem die " +"Property ``light_angular_distance`` des DirectionalLight3D in einem Skript " +"auf ``0.0`` gesetzt wird. Bei Positionslichtern kann dies erreicht werden, " +"indem man in einem Skript die Property ``light_size`` von OmniLight3D oder " +"SpotLight3D auf ``0.0`` setzt." -#, fuzzy msgid "Projector filter mode" -msgstr "Projekt-Ablauf" +msgstr "Projektionsfilter-Modus" msgid "" "The way projectors are rendered also has an impact on performance. The " @@ -841,12 +1148,25 @@ msgid "" "Mipmaps Anisotropic**, which is the highest-quality mode but also the most " "expensive." msgstr "" +"Die Art und Weise, wie Projektoren gerendert werden, wirkt sich ebenfalls " +"auf die Leistung aus. Mit der erweiterten Projekteinstellung **Rendern > " +"Texturen > Lichtprojektoren > Filter** können Sie steuern, wie " +"Projektortexturen gefiltert werden sollen. Bei **Nearest/Linear** werden " +"keine Mipmaps verwendet, wodurch sie schneller gerendert werden können. " +"Allerdings sehen die Projektoren aus der Entfernung körnig aus. **Nearest/" +"Linear Mipmaps** sehen aus der Entfernung glatter aus, aber die Projektoren " +"sehen aus schrägen Winkeln unscharf aus. Dies kann durch die Verwendung von " +"**Nearest/Linear Mipmaps Anisotropic** behoben werden, dem qualitativ " +"hochwertigsten, aber auch teuersten Modus." msgid "" "If your project has a pixel art style, consider setting the filter to one of " "the **Nearest** values so that projectors use nearest-neighbor filtering. " "Otherwise, stick to **Linear**." msgstr "" +"Wenn Ihr Projekt einen Pixel-Art-Stil hat, sollten Sie den Filter auf einen " +"der **Nearest**-Werte einstellen, damit die Projektoren die Filterung nach " +"dem Nearest-Neighbor-Prinzip verwenden. Bleiben Sie ansonsten bei **Linear**." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po index 79df9907e0..d540765318 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,38 +18,42 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Mesh level of detail (LOD)" -msgstr "Mesh-Detailgrad (Level of Detail oder LOD)" +msgstr "Mesh-Level of Detail (LOD)" msgid "" "Level of detail (LOD) is one of the most important ways to optimize " "rendering performance in a 3D project, along with :ref:" "`doc_occlusion_culling`." msgstr "" +"Level of Detail (LOD) ist neben :ref:`doc_occlusion_culling` eine der " +"wichtigsten Methoden zur Optimierung der Render-Performance in einem 3D-" +"Projekt." -#, fuzzy msgid "On this page, you'll learn:" msgstr "Auf dieser Seite erfahren Sie:" msgid "How mesh LOD can improve your 3D project's rendering performance." -msgstr "" +msgstr "Wie Mesh-LOD die Performance Ihres 3D-Projekts verbessern kann." msgid "How to set up mesh LOD in Godot." -msgstr "" +msgstr "Wie man Mesh-LOD in Godot einrichtet." msgid "" "How to measure mesh LOD's effectiveness in your project (and alternatives " "you can explore if it doesn't meet your expectations)." msgstr "" +"Wie Sie die Effektivität von Mesh LOD in Ihrem Projekt messen können (und " +"welche Alternativen Sie prüfen können, wenn es Ihre Erwartungen nicht " +"erfüllt)." -#, fuzzy msgid "" "You can see how mesh LOD works in action using the `Occlusion Culling and " "Mesh LOD demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Wie Mesh-LOD in Aktion funktioniert, können Sie mit dem `Occlusion Culling " +"and Mesh LOD Demoprojekt `__ sehen." msgid "Introduction" msgstr "Einführung" @@ -60,12 +64,20 @@ msgid "" "which these lower-detailed meshes should be drawn. This approach is still " "used today when increased control is needed." msgstr "" +"In der Vergangenheit wurden in 3D-Spielen Meshes mit geringerer " +"Geometriedichte manuell erstellt und dann die Abstandsschwellen " +"konfiguriert, bei denen diese Meshes mit geringerer Detailtiefe gezeichnet " +"werden sollten. Dieser Ansatz wird auch heute noch verwendet, wenn eine " +"bessere Kontrolle erforderlich ist." msgid "" "However, in projects that have a large amount of detailed 3D assets, setting " "up LOD manually can be a very time-consuming process. As a result, automatic " "mesh decimation and LOD configuration is becoming increasingly popular." msgstr "" +"Bei Projekten mit einer großen Anzahl detaillierter 3D-Assets kann das " +"manuelle Einrichten von LOD jedoch sehr zeitaufwändig sein. Daher wird die " +"automatische Mesh-Dezimierung und LOD-Konfiguration immer beliebter." msgid "" "Godot provides a way to automatically generate less detailed meshes for LOD " @@ -74,11 +86,18 @@ msgid "" "meshoptimizer.org/>`__ library is used for LOD mesh generation behind the " "scenes." msgstr "" +"Godot bietet eine Möglichkeit, beim Import automatisch weniger detaillierte " +"Meshes für die LOD-Nutzung zu erzeugen und diese LOD-Meshes dann bei Bedarf " +"automatisch zu verwenden. Dies ist für den Benutzer völlig transparent. Die " +"Bibliothek `meshoptimizer `__ wird für die LOD-" +"Mesh-Generierung hinter den Kulissen verwendet." msgid "" "Mesh LOD works with any node that draws 3D meshes. This includes " "MeshInstance3D, MultiMeshInstance3D, GPUParticles3D and CPUParticles3D." msgstr "" +"Mesh-LOD funktioniert mit jedem Node, der 3D Meshes zeichnet. Dazu gehören " +"MeshInstance3D, MultiMeshInstance3D, GPUParticles3D und CPUParticles3D." msgid "Visual comparison" msgstr "Visueller Vergleich" @@ -87,26 +106,37 @@ msgid "" "Here is an example of LOD meshes generated on import. Lower detailed meshes " "will be used when the camera is far away from the object:" msgstr "" +"Hier ist ein Beispiel für LOD-Meshes, die beim Import erzeugt werden. " +"Weniger detaillierte Meshes werden verwendet, wenn die Kamera weit vom " +"Objekt entfernt ist:" msgid "From most detailed (left) to least detailed (right), shaded view" msgstr "" +"Von der detailliertesten (links) zur am wenigsten detaillierten (rechts), " +"schattierte Ansicht" msgid "" "Here's the same image with wireframe rendering to make the decimation easier " "to see:" msgstr "" +"Hier ist das gleiche Bild mit Drahtgitter-Rendering, um die Dezimierung " +"besser zu erkennen:" msgid "From most detailed (left) to least detailed (right), wireframe view" msgstr "" +"Vom detailliertesten (links) zum am wenigsten detaillierten (rechts), " +"Drahtgitteransicht" msgid "" "If you need to manually configure level of detail with artist-created " "meshes, use :ref:`doc_visibility_ranges` instead of automatic mesh LOD." msgstr "" +"Wenn Sie den Detaillierungsgrad bei von Künstlern erstellten Meshes manuell " +"konfigurieren müssen, verwenden Sie :ref:`doc_visibility_ranges` anstelle " +"des automatischen Mesh-LOD." -#, fuzzy msgid "Generating mesh LOD" -msgstr "Generierte Geometrie" +msgstr "Erzeugen von Mesh-LOD" msgid "" "By default, mesh LOD generation happens automatically for imported 3D scenes " @@ -114,6 +144,10 @@ msgid "" "automatically be used when rendering the scene. You don't need to configure " "anything manually." msgstr "" +"Standardmäßig wird das Mesh-LOD automatisch für importierte 3D-Szenen " +"(glTF, .blend, Collada, FBX) erzeugt. Sobald LOD-Meshes generiert sind, " +"werden sie automatisch beim Rendern der Szene verwendet. Sie müssen nichts " +"manuell konfigurieren." msgid "" "However, mesh LOD generation does **not** automatically happen for imported " @@ -121,24 +155,37 @@ msgid "" "scenes by default, but only as individual mesh resources to load into a " "MeshInstance3D node (or GPUParticles3D, CPUParticles3D, ...)." msgstr "" +"Die Erzeugung von Mesh-LODs erfolgt jedoch **nicht** automatisch für " +"importierte 3D-Meshes (OBJ). Das liegt daran, dass OBJ-Dateien standardmäßig " +"nicht als vollständige 3D-Szenen importiert werden, sondern nur als einzelne " +"Mesh-Ressourcen, die in einen MeshInstance3D-Node (oder GPUParticles3D, " +"CPUParticles3D, ...) geladen werden." msgid "" "To make an OBJ file have mesh LOD generated for it, select it in the " "FileSystem dock, go to the Import dock, change its **Import As** option to " "**Scene** then click **Reimport**:" msgstr "" +"Um für eine OBJ-Datei ein Mesh-LOD zu generieren, wählen Sie sie im " +"Dateisystem-Dock aus, gehen Sie zum Import-Dock, ändern Sie die Option " +"**Importieren als** in **Szene** und klicken Sie dann auf **Neuimport**:" msgid "Changing the import type on an OBJ file in the Import dock" -msgstr "" +msgstr "Ändern des Importtyps für eine OBJ-Datei im Importdock" msgid "This will require restarting the editor after clicking **Reimport**." msgstr "" +"Dies erfordert einen Neustart des Editors, nachdem Sie auf **Neuimport** " +"geklickt haben." msgid "" "The mesh LOD generation process is not perfect, and may occasionally " "introduce rendering issues (especially in skinned meshes). Mesh LOD " "generation can also take a while on complex meshes." msgstr "" +"Der Prozess der Mesh-LOD-Generierung ist nicht perfekt und kann gelegentlich " +"zu Rendering-Problemen führen (insbesondere bei Skinned Meshes). Die Mesh-" +"LOD-Generierung kann bei komplexen Meshes auch eine Weile dauern." msgid "" "If mesh LOD causes a specific mesh to look broken, you can disable LOD " @@ -146,15 +193,21 @@ msgid "" "importing. This can be done globally in the 3D scene's import options, or on " "a per-mesh basis using the Advanced Import Settings dialog." msgstr "" +"Wenn Mesh-LOD ein bestimmtes Mesh fehlerhaft aussehen lässt, können Sie die " +"LOD-Generierung für dieses Mesh im Import-Dock deaktivieren. Dadurch wird " +"auch der Import von Ressourcen beschleunigt. Dies kann global in den " +"Importoptionen der 3D-Szene oder auf Mesh-Basis über den Dialog Erweiterte " +"Importeinstellungen erfolgen." -#, fuzzy msgid "" "See :ref:`Importing 3D scenes " "` for more information." -msgstr "Siehe :ref:`doc_running_code_in_the_editor` für weitere Informationen." +msgstr "" +"Siehe :ref:`Importieren von 3D-Szenen " +"` für weitere Informationen." msgid "Comparing mesh LOD visuals and performance" -msgstr "" +msgstr "Vergleich von Mesh LOD-Darstellung und Performance" msgid "" "To disable mesh LOD in the editor for comparison purposes, use the **Disable " @@ -162,15 +215,23 @@ msgid "" "top-left corner of the 3D viewport (labeled **Perspective** or " "**Orthogonal** depending on camera mode):" msgstr "" +"Um Mesh LOD im Editor zu Vergleichszwecken zu deaktivieren, verwenden Sie " +"den erweiterten Debug-Zeichenmodus **Mesh-LOD deaktivieren**. Dies kann über " +"das Menü in der oberen linken Ecke des 3D-Ansichtsfensters erfolgen (je nach " +"Kameramodus mit **Perspektive** oder **Orthogonal** bezeichnet):" msgid "Disabling mesh LOD in the 3D viewport's top-left menu" -msgstr "" +msgstr "Deaktivieren von Mesh-LOD im linken oberen Menü des 3D-Viewports" msgid "" "Enable **View Frame Time** in the same menu to view FPS in the top-right " "corner. Also enable **View Information** in the same menu to view the number " "of primitives (vertices + indices) rendered in the bottom-right corner." msgstr "" +"Aktivieren Sie **Frame-Zeit anzeigen** im gleichen Menü, um die FPS in der " +"oberen rechten Ecke anzuzeigen. Aktivieren Sie außerdem **Informationen " +"anzeigen** im selben Menü, um die Anzahl der gerenderten Primitive " +"(Vertices+ Indizes) in der unteren rechten Ecke anzuzeigen." msgid "" "If mesh LOD is working correctly in your scene and your camera is far away " @@ -178,15 +239,23 @@ msgid "" "decreasing and FPS increasing when mesh LOD is left enabled (unless you are " "CPU-bottlenecked)." msgstr "" +"Wenn Mesh-LOD in Ihrer Szene korrekt funktioniert und Ihre Kamera weit genug " +"vom Mesh entfernt ist, sollten Sie feststellen, dass die Anzahl der " +"gezeichneten Primitive sinkt und die FPS steigen, wenn Mesh-LOD aktiviert " +"bleibt (es sei denn, Sie haben einen CPU-Bottleneck)." msgid "" "To see mesh LOD decimation in action, change the debug draw mode to " "**Display Wireframe** in the menu specified above, then adjust the " "**Rendering > Mesh LOD > LOD Change > Threshold Pixels** project setting." msgstr "" +"Um die Mesh-LOD-Dezimierung in Aktion zu sehen, ändern Sie den Debug-" +"Zeichenmodus im oben angegebenen Menü auf **Drahtgitter anzeigen** und " +"passen Sie dann die Projekteinstellung **Rendern > Mesh-LOD > LOD-Änderung > " +"Schwellenpixel** an." msgid "Configuring mesh LOD performance and quality" -msgstr "" +msgstr "Konfigurieren der Performance und Qualität von Mesh-LOD" msgid "" "You can adjust how aggressive mesh LOD transitions should be in the root " @@ -194,11 +263,17 @@ msgid "" "Pixels** project setting. To change this value at run-time, set " "``mesh_lod_threshold`` on the root viewport as follows:" msgstr "" +"Sie können einstellen, wie aggressiv Mesh-LOD-Übergänge im Root-Viewport " +"sein sollen, indem Sie die Projekteinstellung **Rendern > Mesh-LOD > LOD-" +"Änderung > Schwellen-Pixel** ändern. Um diesen Wert zur Laufzeit zu ändern, " +"setzen Sie ``mesh_lod_threshold`` im Root-Viewport wie folgt:" msgid "" "Each viewport has its own ``mesh_lod_threshold`` property, which can be set " "independently from other viewports." msgstr "" +"Jedes Ansichtsfenster hat seine eigene ``mesh_lod_threshold``-Property, die " +"unabhängig von anderen Viewports eingestellt werden kann." msgid "" "The default mesh LOD threshold of 1 pixel is tuned to look *perceptually* " @@ -206,6 +281,11 @@ msgid "" "loss in quality. Higher values will make LOD transitions happen sooner when " "the camera moves away, resulting in higher performance but lower quality." msgstr "" +"Der Default-Mesh-LOD-Schwellenwert von 1 Pixel ist so eingestellt, dass er " +"*wahrnehmbar* verlustfrei ist; er bietet einen erheblichen Performance-" +"Gewinn bei einem nicht wahrnehmbaren Qualitätsverlust. Höhere Werte führen " +"dazu, dass die LOD-Übergänge früher stattfinden, wenn sich die Kamera " +"entfernt, was zu höherer Performance, aber geringerer Qualität führt." msgid "" "If you need to perform per-object adjustments to mesh LOD, you can adjust " @@ -216,6 +296,13 @@ msgid "" "transitions happen sooner than usual (resulting in lower quality but higher " "performance)." msgstr "" +"Wenn Sie objektspezifische Anpassungen am Mesh-LOD vornehmen müssen, können " +"Sie einstellen, wie aggressiv die LOD-Übergänge sein sollen, indem Sie die " +"**LOD-Bias**-Property auf jedem Node, der von GeometryInstance3D erbt, " +"anpassen. Werte *über* ``1.0`` bewirken, dass LOD-Übergänge später als " +"üblich stattfinden (was zu höherer Qualität, aber geringerer Performance " +"führt). Werte *unter* ``1.0`` bewirken, dass LOD-Übergänge früher als üblich " +"stattfinden (was zu geringerer Qualität, aber höherer Performance führt)." msgid "" "Additionally, ReflectionProbe nodes have their own **Mesh LOD Threshold** " @@ -223,6 +310,11 @@ msgid "" "reflection probe updates. This is especially important for ReflectionProbes " "that use the **Always** update mode." msgstr "" +"Darüber hinaus verfügen ReflectionProbe-Nodes über eine eigene **Mesh-LOD-" +"Schwellenwert**-Property, die angepasst werden kann, um die Rendering-" +"Performance zu verbessern, wenn die ReflectionProbe aktualisiert wird. Dies " +"ist besonders wichtig für ReflectionProbes, die den Aktualisierungsmodus " +"**Immer** verwenden." msgid "" "When rendering the scene, mesh LOD selection uses a screen-space metric. " @@ -231,15 +323,24 @@ msgid "" "will make LOD selection more aggressive; the engine will display heavily " "decimated models earlier when the camera moves away." msgstr "" +"Beim Rendern der Szene verwendet die Mesh-LOD-Auswahl eine Screen-Space-" +"Metrik. Das bedeutet, dass automatisch das Sichtfeld der Kamera und die " +"Auflösung des Viewports berücksichtigt werden. Ein höheres Kamera-Sichtfeld " +"und eine geringere Viewport-Auflösung machen die LOD-Auswahl aggressiver; " +"die Engine zeigt stark dezimierte Modelle früher an, wenn sich die Kamera " +"entfernt." msgid "" "As a result, unlike :ref:`doc_visibility_ranges`, you don't need to do " "anything specific in your project to take camera FOV and viewport resolution " "into account." msgstr "" +"Im Gegensatz zu :ref:`doc_visibility_ranges` müssen Sie also nichts " +"Spezielles in Ihrem Projekt tun, um die Sichtweite der Kamera und die " +"Auflösung des Ansichtsfensters zu berücksichtigen." msgid "Using mesh LOD with MultiMesh and particles" -msgstr "" +msgstr "Verwendung von Mesh-LOD mit MultiMesh und Partikeln" msgid "" "For LOD selection, the point of the node's :abbr:`AABB (Axis-Aligned " @@ -250,6 +351,13 @@ msgid "" "importantly, this means that all instances will be drawn with the same LOD " "level at a given time." msgstr "" +"Für die LOD-Auswahl wird der Punkt der :abbr:`AABB (Axis-Aligned Bounding " +"Box)` des am dichtesten an der Kamera befindlichen Nodes als Basis " +"verwendet. Dies gilt für jede Art von Mesh LOD (auch für einzelne " +"MeshInstance3D), aber dies hat einige Auswirkungen auf Nodes, die mehrere " +"Meshes gleichzeitig anzeigen, wie MultiMeshInstance3D, GPUParticles3D und " +"GPUParticles3D. Vor allem bedeutet dies, dass alle Instanzen zu einem " +"bestimmten Zeitpunkt mit demselben LOD-Level gezeichnet werden." msgid "" "If you are noticing incorrect LOD selection with GPUParticles3D, make sure " @@ -257,6 +365,10 @@ msgid "" "node and using **GPUParticles3D > Generate AABB** at the top of the 3D " "viewport." msgstr "" +"Wenn Sie eine falsche LOD-Auswahl mit GPUParticles3D bemerken, stellen Sie " +"sicher, dass die AABB-Sichtbarkeit des Nodes konfiguriert ist, indem Sie den " +"GPUParticles3D-Node auswählen und **GPUParticles3D > AABB generieren** oben " +"im 3D-Ansichtsfenster verwenden." msgid "" "If you have instances in a MultiMesh that are far away from each other, they " @@ -265,6 +377,11 @@ msgid "" "to cull individual nodes (while they can't cull individual instances in a " "MultiMesh)." msgstr "" +"Wenn Sie Instanzen in einem MultiMesh haben, die weit voneinander entfernt " +"sind, sollten sie in einem separaten MultiMeshInstance3D-Node platziert " +"werden. Dadurch wird auch die Performance des Renderings verbessert, da " +"Frustum und Occlusion Culling einzelne Nodes ausblenden können (während sie " +"einzelne Instanzen in einem MultiMesh nicht ausblenden können)." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po index bc751fc27e..430357f485 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,65 +24,74 @@ msgid "" "In a 3D rendering engine, **occlusion culling** is the process of performing " "hidden geometry removal." msgstr "" +"In einer 3D-Rendering-Engine ist **Occlusion Culling** der Prozess, bei dem " +"verdeckte Geometrie entfernt wird." -#, fuzzy msgid "On this page, you'll learn:" msgstr "Auf dieser Seite erfahren Sie:" msgid "What are the advantages and pitfalls of occlusion culling." -msgstr "" +msgstr "Was sind die Vorteile und Fallstricke des Occlusion Culling?" msgid "How to set up occlusion culling in Godot." -msgstr "" +msgstr "Wie man Occlusion Culling in Godot einrichtet." msgid "Troubleshooting common issues with occlusion culling." -msgstr "Fehlerbehebung bei häufigen Problemen mit dem Okklusions-Culling." +msgstr "Fehlerbehebung bei häufigen Problemen mit dem Occlusion Culling." -#, fuzzy msgid "" "You can see how occlusion culling works in action using the `Occlusion " "Culling and Mesh LOD demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können sehen, wie Occlusion Culling in Aktion funktioniert, indem Sie " +"das `Occlusion Culling and Mesh LOD Demoprojekt `__ verwenden." -#, fuzzy msgid "Why use occlusion culling" -msgstr "Umgebungsverdeckung" +msgstr "Warum Occlusion Culling verwenden?" msgid "" "In this example scene with hundreds of rooms stacked next to each other, a " "dynamic object (red sphere) is hidden behind the wall in the lit room (on " "the left of the door):" msgstr "" +"In dieser Beispielszene mit Hunderten von nebeneinander liegenden Räumen ist " +"ein dynamisches Objekt (rote Kugel) hinter der Wand im beleuchteten Raum " +"(links von der Tür) versteckt:" msgid "Example scene with an occlusion culling-friendly layout" -msgstr "" +msgstr "Beispielszene mit einem Occlusion Culling-freundlichen Layout" msgid "" "With occlusion culling disabled, all the rooms behind the lit room have to " "be rendered. The dynamic object also has to be rendered:" msgstr "" +"Wenn Occlusion Culling deaktiviert ist, müssen alle Räume hinter dem " +"beleuchteten Raum gerendert werden. Das dynamische Objekt muss ebenfalls " +"gerendert werden:" msgid "Example scene with occlusion culling disabled (wireframe)" -msgstr "" +msgstr "Beispielszene mit deaktiviertem Occlusion Culling (Drahtgitter)" msgid "Example scene with occlusion culling **disabled** (wireframe)" -msgstr "" +msgstr "Beispielszene mit **deaktiviertem** Occlusion Culling (Drahtgitter)" msgid "" "With occlusion culling enabled, only the rooms that are actually visible " "have to be rendered. The dynamic object is also occluded by the wall, and " "therefore no longer has to be rendered:" msgstr "" +"Bei aktiviertem Occlusion Culling müssen nur die Räume gerendert werden, die " +"tatsächlich sichtbar sind. Das dynamische Objekt wird ebenfalls von der Wand " +"verdeckt und muss daher nicht mehr gerendert werden:" msgid "Example scene with occlusion culling enabled (wireframe)" -msgstr "" +msgstr "Beispielszene mit aktiviertem Occlusion Culling (Drahtgitter)" msgid "Example scene with occlusion culling **enabled** (wireframe)" -msgstr "" +msgstr "Beispielszene mit **aktiviertem** Occlusion Culling (Drahtgitter)" msgid "" "Since the engine has less work to do (fewer vertices to render and fewer " @@ -92,6 +101,13 @@ msgid "" "fewer larger rooms. Combine this with :ref:`doc_mesh_lod` and :ref:" "`doc_visibility_ranges` to further improve performance gains." msgstr "" +"Da die Engine weniger Arbeit hat (weniger zu rendernde Vertices und weniger " +"Zeichenaufrufe), steigt die Performance, solange es genügend Occlusion " +"Culling-Möglichkeiten in der Szene gibt. Das bedeutet, dass Occlusion " +"Culling am effektivsten in Innenraumszenen ist, vorzugsweise mit vielen " +"kleineren Räumen anstelle von wenigen größeren Räumen. Kombinieren Sie dies " +"mit :ref:`doc_mesh_lod` und :ref:`doc_visibility_ranges`, um die Performance " +"weiter zu verbessern." msgid "" "When using the Clustered Forward rendering backend, the engine already " @@ -100,6 +116,12 @@ msgid "" "ensure each opaque pixel is only shaded once, reducing the cost of overdraw " "significantly." msgstr "" +"Bei Verwendung des Clustered Forward Rendering-Backends führt die Engine " +"bereits einen *Tiefen-Vordurchlauf* durch. Dieser besteht darin, eine reine " +"Tiefenversion der Szene zu rendern, bevor die eigentlichen Materialien der " +"Szene gerendert werden. Dadurch wird sichergestellt, dass jedes " +"undurchsichtige Pixel nur einen Shading-Durchlauf erfährt, was die Overdraw-" +"Kosten erheblich reduziert." msgid "" "The greatest performance benefits can be observed when using the Forward " @@ -107,6 +129,10 @@ msgid "" "performance reasons. As a result, occlusion culling will actively decrease " "shading overdraw with that rendering backend." msgstr "" +"Die größten Performance-Vorteile lassen sich bei Verwendung des Forward " +"Mobile-Rendering-Backends beobachten, da es aus Performance-Gründen keinen " +"Tiefen-Vordurchlauf enthält. Infolgedessen wird Occlusion Culling bei diesem " +"Rendering-Backend das Shading-Overdrawing aktiv verringern." msgid "" "Nonetheless, even when using a depth prepass, there is still a noticeable " @@ -114,21 +140,31 @@ msgid "" "few occlusion culling opportunities, occlusion culling may not be worth the " "added setup and CPU usage." msgstr "" +"Nichtsdestotrotz bietet Occlusion Culling in komplexen 3D-Szenen auch bei " +"Verwendung eines Tiefenvordurchlaufs einen deutlichen Vorteil. In Szenen mit " +"wenigen Occlusion Culling-Möglichkeiten lohnt sich das Occlusion Culling " +"jedoch möglicherweise nicht wegen des zusätzlichen Einrichtungsaufwands und " +"der CPU-Auslastung." -#, fuzzy msgid "How occlusion culling works in Godot" -msgstr "Umgebungsverdeckung" +msgstr "Wie Occlusion Culling in Godot funktioniert" msgid "" "*\"occluder\" refers to the shape blocking the view, while \"occludee\" " "refers to the object being hidden.*" msgstr "" +"*\"Occluder\" bezieht sich auf den Umriss, der etwas verdeckt, während " +"\"Occludee\" sich auf das Objekt bezieht, das verdeckt wird.*" msgid "" "In Godot, occlusion culling works by rasterizing the scene's occluder " "geometry to a low-resolution buffer on the CPU. This is done using the " "software raytracing library `Embree `__." msgstr "" +"In Godot funktioniert Occlusion Culling, indem die Geometrie der Szene in " +"einen niedrig aufgelösten Puffer auf der CPU gerastert wird. Dies geschieht " +"mit der Software-Raytracing-Bibliothek `Embree `__." msgid "" "The engine then uses this low-resolution buffer to test occludees' :abbr:" @@ -136,16 +172,24 @@ msgid "" "occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* " "by the occluder shape to be culled." msgstr "" +"Die Engine verwendet dann diesen niedrig aufgelösten Puffer, um die :abbr:" +"`AABB (Axis-Aligned Bounding Box)` der Occludees gegen die Occluder-Umrisse " +"zu testen. Die :abbr:`AABB (Axis-Aligned Bounding Box)` des Occluders muss " +"*vollständig* vom Umriss des Occludees verdeckt werden, der aussortiert " +"werden soll." msgid "" "As a result, smaller objects are more likely to be effectively culled than " "larger objects. Larger occluders (such as walls) also tend to be much more " "effective than smaller ones (such as decoration props)." msgstr "" +"Daher ist die Wahrscheinlichkeit, dass kleinere Objekte effektiv verdeckt " +"werden, höher als bei größeren Objekten. Größere Verdeckungen (z. B. Wände) " +"sind in der Regel auch viel effektiver als kleinere (z. B. " +"Dekorationsgegenstände)." -#, fuzzy msgid "Setting up occlusion culling" -msgstr "Umgebungsverdeckung" +msgstr "Occlusion Culling einrichten" msgid "" "The first step to using occlusion culling is to enable the **Rendering > " @@ -153,11 +197,18 @@ msgid "" "the **Advanced** toggle is enabled in the Project Settings dialog to be able " "to see it.)" msgstr "" +"Der erste Schritt zur Verwendung von Occlusion Culling besteht darin, die " +"Projekteinstellung **Rendern > **Occlusion Culling > Occlusion Culling " +"verwenden** zu aktivieren. (Vergewissern Sie sich, dass die Option " +"**Erweitert** im Dialogfeld Projekteinstellungen aktiviert ist, damit sie " +"angezeigt wird)." msgid "" "This project setting applies immediately, so you don't need to restart the " "editor." msgstr "" +"Diese Projekteinstellung wird sofort übernommen, so dass Sie den Editor " +"nicht neu starten müssen." msgid "" "After enabling the project setting, you still need to create some occluders. " @@ -165,14 +216,17 @@ msgid "" "geometry as a basis for occlusion culling. Instead, the engine requires a " "simplified representation of the scene with only static objects to be baked." msgstr "" +"Nachdem Sie die Projekteinstellung aktiviert haben, müssen Sie noch einige " +"Occluder erstellen. Aus Gründen der Performance verwendet die Engine nicht " +"automatisch die gesamte sichtbare Geometrie als Grundlage für Occlusion " +"Culling. Stattdessen benötigt die Engine eine vereinfachte Darstellung der " +"Szene mit nur statischen Objekten, die gebacken werden sollen." -#, fuzzy msgid "There are two ways to set up occluders in a scene:" -msgstr "" -"Es gibt zwei Möglichkeiten, ein Projekt für einen Server zu exportieren:" +msgstr "Es gibt zwei Möglichkeiten, Occluder in einer Szene einzurichten:" msgid "Automatically baking occluders (recommended)" -msgstr "" +msgstr "Automatisches Backen von Occludern (empfohlen)" msgid "" "Only MeshInstance3D nodes are currently taken into account in the *occluder* " @@ -181,16 +235,26 @@ msgid "" "those to be treated as occluders, you have to manually create occluder " "shapes that (roughly) match their geometry." msgstr "" +"Nur MeshInstance3D-Nodes werden derzeit beim *Occluder* Back-Prozess " +"berücksichtigt. MultiMeshInstance3D, GPUParticles3D, CPUParticles3D und CSG-" +"Nodes werden beim Backen von Occludern **nicht** berücksichtigt. Wenn Sie " +"möchten, dass diese als Occluder behandelt werden, müssen Sie manuell " +"Occluder-Shapes erstellen, die (ungefähr) ihrer Geometrie entsprechen." msgid "" "This restriction does not apply to *occludees*. Any node type that inherits " "from GeometryInstance3D can be occluded." msgstr "" +"Diese Einschränkung gilt nicht für *Occludees*. Jeder Node-Typ, der von " +"GeometryInstance3D erbt, kann okkludiert werden." msgid "" "After enabling the occlusion culling project setting mentioned above, add an " "OccluderInstance3D node to the scene containing your 3D level." msgstr "" +"Nachdem Sie die oben erwähnte Occlusion Culling-Projekteinstellung aktiviert " +"haben, fügen Sie einen OccluderInstance3D-Node zu der Szene hinzu, die Ihre " +"3D-Ebene enthält." msgid "" "Select the OccluderInstance3D node, then click **Bake Occluders** at the top " @@ -201,6 +265,14 @@ msgid "" "menu). This geometry is then used to provide occlusion culling for both " "static and dynamic occludees." msgstr "" +"Wählen Sie den OccluderInstance3D-Node aus und klicken Sie dann auf " +"**Occluder backen** oben im 3D-Editor-Viewport. Nach dem Backen wird der " +"OccluderInstance3D-Node eine Occluder3D-Ressource enthalten, die eine " +"vereinfachte Version der Geometrie Ihres Levels speichert. Diese Occluder-" +"Geometrie erscheint als violette Drahtgitterlinien in der 3D-Ansicht (sofern " +"**View Gizmos** im Menü **Perspektive** aktiviert ist). Diese Geometrie wird " +"dann verwendet, um Occlusion Culling sowohl für statische als auch für " +"dynamische Occluder zu ermöglichen." msgid "" "After baking, you may notice that your dynamic objects (such as the player, " @@ -208,6 +280,11 @@ msgid "" "**Bake > Cull Mask** property on the OccluderInstance3D to exclude certain " "visual layers from being baked." msgstr "" +"Nach dem Backen werden Sie möglicherweise feststellen, dass Ihre dynamischen " +"Objekte (z.B. Spieler, Gegner usw.) im gebackenen Mesh enthalten sind. Um " +"dies zu verhindern, stellen Sie die Property **Backen > Cull-Maske** auf der " +"OccluderInstance3D ein, um bestimmte visuelle Ebenen vom Backen " +"auszuschließen." msgid "" "For example, you can disable layer 2 on the cull mask, then configure your " @@ -217,16 +294,26 @@ msgid "" "check layer 2. After configuring both cull mask and layers, bake occluders " "again by following the above process." msgstr "" +"Sie können z.B. Ebene 2 in der Cull-Maske deaktivieren und dann die " +"MeshInstance3D-Nodes Ihrer dynamischen Objekte so konfigurieren, dass sie " +"sich auf der visuellen Ebene 2 (statt auf Ebene 1) befinden. Wählen Sie dazu " +"den betreffenden MeshInstance3D-Node aus und deaktivieren Sie unter der " +"Property **VisualInstance3D > Ebenen** die Option Ebene 1 und aktivieren Sie " +"dann Ebene 2. Nachdem Sie sowohl die Cull-Maske als auch die Ebenen " +"konfiguriert haben, backen Sie die Occluder erneut, indem Sie den oben " +"beschriebenen Prozess durchführen." -#, fuzzy msgid "Manually placing occluders" -msgstr "Mehrere Platzhalter" +msgstr "Manuelles Platzieren von Occludern" msgid "" "This approach is more suited for specialized use cases, such as creating " "occlusion for MultiMeshInstance3D setups or CSG nodes (due to the " "aforementioned limitation)." msgstr "" +"Dieser Ansatz eignet sich eher für spezielle Anwendungsfälle, wie z. B. die " +"Erstellung von Okklusion für MultiMeshInstance3D-Setups oder CSG-Nodes " +"(aufgrund der oben genannten Einschränkung)." msgid "" "After enabling the occlusion culling project setting mentioned above, add an " @@ -234,26 +321,34 @@ msgid "" "OccluderInstance3D node, then choose an occluder type to add in the " "**Occluder** property:" msgstr "" +"Nachdem Sie die oben erwähnte Occlusion Culling Projekteinstellung aktiviert " +"haben, fügen Sie einen OccluderInstance3D Node zu der Szene hinzu, die Ihre " +"3D-Ebene enthält. Wählen Sie den OccluderInstance3D-Node aus und wählen Sie " +"dann in der Property **Occluder** einen Occluder-Typ, den Sie hinzufügen " +"möchten:" msgid "QuadOccluder3D (a single plane)" -msgstr "" +msgstr "QuadOccluder3D (eine einzelne Ebene)" msgid "BoxOccluder3D (a cuboid)" -msgstr "" +msgstr "BoxOccluder3D (ein Quader)" msgid "SphereOccluder3D (a sphere-shaped occluder)" -msgstr "" +msgstr "SphereOccluder3D (ein kugelförmiger Occluder)" msgid "PolygonOccluder3D (a 2D polygon with as many points as you want)" -msgstr "" +msgstr "PolygonOccluder3D (ein 2D-Polygon mit beliebig vielen Punkten)" msgid "" "There is also ArrayOccluder3D, whose points can't be modified in the editor " "but can be useful for procedural generation from a script." msgstr "" +"Es gibt auch ArrayOccluder3D, dessen Punkte im Editor nicht verändert werden " +"können, aber für die prozedurale Erzeugung aus einem Skript nützlich sein " +"können." msgid "Previewing occlusion culling" -msgstr "Vorschau für Okklusions-Culling" +msgstr "Vorschau für Occlusion Culling" msgid "" "You can enable a debug draw mode to preview what the occlusion culling is " @@ -263,6 +358,13 @@ msgid "" "This will display the low-resolution buffer that is used by the engine for " "occlusion culling." msgstr "" +"Sie können einen Debug-Zeichenmodus aktivieren, um zu sehen, was das " +"Occlusion Culling tatsächlich \"sieht\". Klicken Sie in der oberen linken " +"Ecke des 3D-Editor-Viewport auf den Button **Perspektive** (oder " +"**Orthogonal**, je nach aktuellem Kameramodus) und wählen Sie dann " +"**Erweiterte Anzeige... > Occlusion Culling-Puffer**. Dadurch wird der " +"niedrig aufgelöste Puffer angezeigt, der von der Engine für Occlusion " +"Culling verwendet wird." msgid "" "In the same menu, you can also enable **View Information** and **View Frame " @@ -270,6 +372,10 @@ msgid "" "indices) in the bottom-right corner, along with the number of frames per " "second rendered in the top-right corner." msgstr "" +"Im gleichen Menü können Sie auch **Informationen anzeigen** und **Frame-Zeit " +"anzeigen** aktivieren, um die Anzahl der Zeichenaufrufe und gerenderten " +"Primitive (Vertices + Indizes) in der unteren rechten Ecke sowie die Anzahl " +"der gerenderten Frames pro Sekunde in der oberen rechten Ecke anzuzeigen." msgid "" "If you toggle occlusion culling in the project settings while this " @@ -278,55 +384,82 @@ msgid "" "on the 3D editor camera's view angle, as occlusion culling is only effective " "if there are occluders in front of the camera." msgstr "" +"Wenn Sie Occlusion Culling in den Projekteinstellungen einschalten, während " +"diese Informationen angezeigt werden, können Sie sehen, wie sehr Occlusion " +"Culling die Performance Ihrer Szene verbessert. Beachten Sie, dass der " +"Performance-Vorteil stark vom Blickwinkel der 3D-Editor-Kamera abhängt, da " +"Occlusion Culling nur dann wirksam ist, wenn sich vor der Kamera verdeckte " +"Objekte befinden." msgid "" "To toggle occlusion culling at run-time, set ``use_occlusion_culling`` on " "the root viewport as follows:" msgstr "" +"Um Occlusion Culling zur Laufzeit einzuschalten, setzen Sie " +"``use_occlusion_culling`` im Root-Viewport wie folgt:" msgid "" "Toggling occlusion culling at run-time is useful to compare performance on a " "running project." msgstr "" +"Das Umschalten des Occlusion Culling während der Laufzeit ist nützlich, um " +"die Performance eines laufenden Projekts zu vergleichen." -#, fuzzy msgid "Performance considerations" -msgstr "Leistungseinschränkungen" +msgstr "Überlegungen zur Performance" msgid "Design your levels to take advantage of occlusion culling" -msgstr "" +msgstr "Gestalten Sie Ihre Level so, dass Sie Occlusion Culling nutzen können" msgid "" "**This is the most important guideline.** A good level design is not just " "about what the gameplay demands; it should also be built with occlusion in " "mind." msgstr "" +"**Dies ist die wichtigste Richtlinie** Bei einem guten Leveldesign geht es " +"nicht nur darum, was das Gameplay erfordert, sondern es sollte auch die " +"Occlusion berücksichtigt werden." msgid "" "For indoor environments, add opaque walls to \"break\" the line of sight at " "regular intervals and ensure not too much of the scene can be seen at once." msgstr "" +"In Innenräumen sollten Sie undurchsichtige Wände hinzufügen, um die " +"Sichtlinie in regelmäßigen Abständen zu \"unterbrechen\" und " +"sicherzustellen, dass nicht zu viel von der Szene auf einmal zu sehen ist." msgid "" "For large open scenes, use a pyramid-like structure for the terrain's " "elevation when possible. This provides the greatest culling opportunities " "compared to any other terrain shape." msgstr "" +"Verwenden Sie bei großen offenen Szenen nach Möglichkeit eine " +"pyramidenartige Struktur für die Geländeerhebung. Dies bietet im Vergleich " +"zu jeder anderen Geländeform die besten Möglichkeiten für das Culling." msgid "Avoid moving OccluderInstance3D nodes during gameplay" msgstr "" +"Vermeiden Sie das Verschieben von OccluderInstance3D-Nodes während des " +"Spielens" msgid "" "This includes moving the parents of OccluderInstance3D nodes, as this will " "cause the nodes themselves to move in global space, therefore requiring the :" "abbr:`BVH (Bounding Volume Hierarchy)` to be rebuilt." msgstr "" +"Dies schließt das Verschieben der Parent-Nodes von OccluderInstance3D-Nodes " +"ein, da dies dazu führt, dass die Nodes selbst im globalen Raum verschoben " +"werden und somit die :abbr:`BVH (Bounding Volume Hierarchy)` neu aufgebaut " +"werden muss." msgid "" "Toggling an OccluderInstance3D's visibility (or one of its parents' " "visibility) is not as expensive, as the update only needs to happen once " "(rather than continuously)." msgstr "" +"Das Umschalten der Sichtbarkeit einer OccluderInstance3D (oder der " +"Sichtbarkeit eines ihrer Elternteile) ist weniger kostspielig, da die " +"Aktualisierung nur einmal (und nicht ständig) erfolgen muss." msgid "" "For example, if you have a sliding or rotating door, you can make the " @@ -335,14 +468,23 @@ msgid "" "once the door starts opening. You can then reshow the OccluderInstance3D " "once the door is fully closed." msgstr "" +"Wenn Sie beispielsweise eine Schiebe- oder Drehtür haben, können Sie dafür " +"sorgen, dass der OccluderInstance3D-Node kein Child-Node der Tür selbst ist " +"(so dass sich der Occluder nie bewegt), aber Sie können die Sichtbarkeit des " +"OccluderInstance3D-Nodes ausblenden, sobald sich die Tür zu öffnen beginnt. " +"Sie können den OccluderInstance3D-Node wieder einblenden, sobald die Tür " +"vollständig geschlossen ist." msgid "" "If you absolutely have to move an OccluderInstance3D node during gameplay, " "use a primitive Occluder3D shape for it instead of a complex baked shape." msgstr "" +"Wenn Sie einen OccluderInstance3D-Node während des Spiels unbedingt " +"verschieben müssen, verwenden Sie dafür eine primitive Occluder3D-Shape " +"anstelle einer komplexen gebackenen Shape." msgid "Use the simplest possible occluder shapes" -msgstr "" +msgstr "Verwenden Sie möglichst einfache Occluder-Shapes" msgid "" "If you notice low performance or stuttering in complex 3D scenes, it may " @@ -350,12 +492,21 @@ msgid "" "Select the OccluderInstance3D node, increase the **Bake > Simplification** " "property then bake occluders again." msgstr "" +"Wenn Sie in komplexen 3D-Szenen eine geringe Performance oder Stuttering " +"feststellen, kann dies bedeuten, dass die CPU durch das Rendern " +"detaillierter Occluder überlastet ist. Wählen Sie den OccluderInstance3D-" +"Node, erhöhen Sie die Property **Backen > Vereinfachung** und backen Sie die " +"Occluder erneut." msgid "" "Remember to keep the simplification value reasonable. Values that are too " "high for the level's geometry may cause incorrect occlusion culling to " "occur, as in :ref:`doc_occlusion_culling_troubleshooting_false_negative`." msgstr "" +"Achten Sie darauf, dass der Wert für die Vereinfachung angemessen ist. " +"Werte, die für die Geometrie der Ebene zu hoch sind, können dazu führen, " +"dass falsches Occlusion Culling auftritt, wie in :ref:" +"`doc_occlusion_culling_troubleshooting_false_negative`." msgid "" "If this still doesn't lead to low enough CPU usage, you can try adjusting " @@ -364,15 +515,21 @@ msgid "" "Thread**. You'll need to enable the **Advanced** toggle in the Project " "Settings dialog to see those settings." msgstr "" +"Wenn dies immer noch nicht zu einer ausreichend niedrigen CPU-Auslastung " +"führt, können Sie versuchen, die Projekteinstellung **Rendern > Occlusion " +"Culling > BVH Build-Qualität** anzupassen und/oder **Rendern > Occlusion " +"Culling > Occlusion-Strahlen pro Thread** zu verringern. Um diese " +"Einstellungen zu sehen, müssen Sie die Option **Erweitert** im Dialogfeld " +"Projekteinstellungen aktivieren." msgid "Troubleshooting" msgstr "Fehlersuche" msgid "My occludee isn't being culled when it should be" -msgstr "" +msgstr "Mein Occludee wird nicht gecullt, wenn er es sollte" msgid "**On the occluder side:**" -msgstr "" +msgstr "**Auf der Seite des Occluders:**" msgid "" "First, double-check that the **Bake > Cull Mask** property in the " @@ -380,36 +537,57 @@ msgid "" "visibility layer of the MeshInstance3D nodes must be present within the cull " "mask for the mesh to be included in the bake." msgstr "" +"Vergewissern Sie sich zunächst, dass die Property **Backen > Cull-Maske** in " +"der OccluderInstance3D so eingestellt ist, dass die gewünschten Meshes " +"gebacken werden können. Die Sichtbarkeitsebene der MeshInstance3D-Nodes muss " +"innerhalb der Cull-Maske liegen, damit das Mesh beim Backen berücksichtigt " +"wird." msgid "" "Also note that occluder baking only takes meshes with *opaque* materials " "into account. Surfaces will *transparent* materials will **not** be included " "in the bake, even if the texture applied on them is fully opaque." msgstr "" +"Beachten Sie außerdem, dass beim Backen von Occludern nur Meshes mit " +"*undurchsichtigen* Materialien berücksichtigt werden. Flächen mit " +"*transparenten* Materialien werden **nicht** in das Backen einbezogen, " +"selbst wenn die auf sie angewendete Textur vollständig undurchsichtig ist." msgid "" "Lastly, remember that MultiMeshInstance3D, GPUParticles3D, CPUParticles3D " "and CSG nodes are **not** taken into account when baking occluders. As a " "workaround, you can add OccluderInstance3D nodes for those manually." msgstr "" +"Schließlich ist zu beachten, dass MultiMeshInstance3D, GPUParticles3D, " +"CPUParticles3D und CSG-Nodes beim Backen von Occludern **nicht** " +"berücksichtigt werden. Als Workaround können Sie OccluderInstance3D-Nodes " +"für diese manuell hinzufügen." msgid "**On the occludee side:**" -msgstr "" +msgstr "**Auf der Seite des Occludees:**" msgid "" "Make sure **Extra Cull Margin** is set as low as possible (it should usually " "be ``0.0``), and that **Ignore Occlusion Culling** is disabled in the " "object's GeometryInstance3D section." msgstr "" +"Vergewissern Sie sich, dass **Extra Cull Margin** so niedrig wie möglich " +"eingestellt ist (normalerweise sollte es ``0.0`` sein), und dass **Ignore " +"Occlusion Culling** im Abschnitt GeometryInstance3D des Objekts deaktiviert " +"ist." msgid "" "Also, check the AABB's size (which is represented by an orange box when " "selecting the node). This axis-aligned bounding box must be *fully* occluded " "by the occluder shapes for the occludee to be hidden." msgstr "" +"Überprüfen Sie auch die Größe der AABB (die durch einen orangefarbenen " +"Kasten dargestellt wird, wenn Sie den Node auswählen). Diese achsenparallele " +"Bounding Box muss *vollständig* vom Umriss des Occluders verdeckt werden, " +"damit der Occludee ausgeblendet werden kann." msgid "My occludee is being culled when it shouldn't be" -msgstr "" +msgstr "Mein Occludee wird gecullt, obwohl er es nicht sollte" msgid "" "The most likely cause for this is that objects that were included in the " @@ -417,6 +595,11 @@ msgid "" "occur when moving your level geometry around or rearranging its layout. To " "fix this, select the OccluderInstance3D node and bake occluders again." msgstr "" +"Die wahrscheinlichste Ursache dafür ist, dass Objekte, die in den Occluder-" +"Backvorgang eingeschlossen waren, nach dem Backen der Occluder verschoben " +"wurden. Dies kann zum Beispiel passieren, wenn Sie die Geometrie Ihrer Ebene " +"verschieben oder das Layout neu anordnen. Um dies zu beheben, wählen Sie den " +"OccluderInstance3D-Node aus und backen Sie die Occluder erneut." msgid "" "This can also happen because dynamic objects were included in the bake, even " @@ -425,12 +608,22 @@ msgid "" "be present, then :ref:`adjust the bake cull mask accordingly " "`." msgstr "" +"Das kann auch passieren, weil dynamische Objekte in den Backvorgang " +"einbezogen wurden, obwohl sie es nicht sollten. Verwenden Sie den :ref:" +"`Occlusion Culling-Debug-Zeichenmodus `, um " +"nach Occluder-Shapes zu suchen, die nicht vorhanden sein sollten, und passen " +"Sie dann :ref:`die Back-Cull-Maske entsprechend an " +"`." msgid "" "The last possible cause for this is overly aggressive mesh simplification " "during the occluder baking process. Select the OccluderInstance3D node, " "decrease the **Bake > Simplification** property then bake occluders again." msgstr "" +"Die letzte mögliche Ursache für dieses Problem ist eine zu aggressive " +"Vereinfachung des Meshes während des Backvorgangs der Occluder. Wählen Sie " +"den OccluderInstance3D-Node aus, verringern Sie die Property **Backen > " +"Vereinfachung** und backen Sie die Occluder erneut." msgid "" "As a last resort, you can enable the **Ignore Occlusion Culling** property " @@ -438,6 +631,11 @@ msgid "" "culling for that object, but it makes sense to do this for objects that will " "never be culled (such as a first-person view model)." msgstr "" +"Als letzten Ausweg können Sie die Property **Occlusion Culling ignorieren** " +"für den Occludee aktivieren. Dies hebt die Performance-Verbesserungen des " +"Occlusion Culling für dieses Objekt auf, aber es ist sinnvoll, dies für " +"Objekte zu tun, die nie gecullt werden (wie z. B. ein First-Person-View-" +"Modell)." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po new file mode 100644 index 0000000000..55a023cdb3 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po @@ -0,0 +1,281 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle attractors" +msgstr "Partikeltransformation." + +#, fuzzy +msgid "Particle attractors" +msgstr "Partikeltransformation." + +msgid "" +"Particle attractors are nodes that apply a force to all particles within " +"their reach. They pull particles closer or push them away based on the " +"direction of that force. There are three types of attractors: :ref:" +"`class_GPUParticlesAttractorBox3D`, :ref:" +"`class_GPUParticlesAttractorSphere3D`, and :ref:" +"`class_GPUParticlesAttractorVectorField3D`. You can instantiate them at " +"runtime and change their properties from gameplay code; you can even animate " +"and combine them for complex attraction effects." +msgstr "" + +msgid "Particle attractors are not yet implemented for 2D particle systems." +msgstr "" + +msgid "" +"The first thing you have to do if you want to use attractors is enable the " +"``Attractor Interaction`` property on the ParticleProcessMaterial. Do this " +"for every particle system that needs to react to attractors. Like most " +"properties in Godot, you can also change this at runtime." +msgstr "" + +#, fuzzy +msgid "Common properties" +msgstr "Allgemeine Licht-Propertys" + +#, fuzzy +msgid "Common particle attractor properties" +msgstr "Allgemeine Licht-Propertys" + +#, fuzzy +msgid "Common attractor properties" +msgstr "Allgemeine Licht-Propertys" + +msgid "" +"There are some properties that you can find on all attractors. They're " +"located in the ``GPUParticlesAttractor3D`` section in the inspector." +msgstr "" + +msgid "" +"``Strength`` controls how strong the attractor force is. A positive value " +"pulls particles closer to the attractor's center, while a negative value " +"pushes them away." +msgstr "" + +msgid "" +"``Attenuation`` controls the strength falloff within the attractor's " +"influence region. Every particle attractor has a boundary. Its strength is " +"weakest at the border of this boundary and strongest at its center. " +"Particles outside of the boundary are not affected by the attractor at all. " +"The attenuation curve controls how the strength weakens over that distance. " +"A straight line means that the strength is proportional to the distance: if " +"a particle is halfway between the boundary and the center, the attractor " +"strength will be half of what it is at the center. Different curve shapes " +"change how fast particles accelerate towards the attractor." +msgstr "" + +#, fuzzy +msgid "Different attractor attenuation curves" +msgstr "Unterstützung von Akteurs-Zugang zu verschiedenen Bereichen" + +msgid "" +"Strength increase variations: constantly over the distance to the attractor " +"(left), fast at the boundary border and slowly at the center (middle), " +"slowly at the boundary and fast at the center (right)." +msgstr "" + +msgid "" +"The ``Directionality`` property changes the direction towards which " +"particles are pulled. At a value of ``0.0``, there is no directionality, " +"which means that particles are pulled towards the attractor's center. At " +"``1.0``, the attractor is fully directional, which means particles will be " +"pulled along the attractor's local ``-Z``-axis. You can change the global " +"direction by rotating the attractor. If ``Strength`` is negative, particles " +"are instead pulled along the ``+Z``-axis." +msgstr "" + +#, fuzzy +msgid "Different attractor directionality values" +msgstr "Abrufen eines zufälligen Dictionary-Werts" + +msgid "" +"No directionality (left) vs. full directionality (right). Notice how the " +"particles move along the attractor's local Z-axis." +msgstr "" + +msgid "" +"The ``Cull Mask`` property controls which particle systems are affected by " +"an attractor based on each system's :ref:`visibility layers " +"`. A particle system is only affected by an " +"attractor if at least one of the system's visibility layers is enabled in " +"the attractor's cull mask." +msgstr "" + +msgid "" +"There is a `known issue `_ with GPU particle attractors that prevent the cull mask from " +"working properly in Godot 4.0. We will update the documentation as soon as " +"it is fixed." +msgstr "" + +#, fuzzy +msgid "Box attractors" +msgstr "Benutzerdefinierte Iteratoren" + +#, fuzzy +msgid "Particle attractor box" +msgstr "Partikeltransformation." + +msgid "Box attractor in the node list" +msgstr "" + +msgid "" +"Box attractors have a box-shaped influence region. You control their size " +"with the ``Extents`` property. Box extents always measure half of the sides " +"of its bounds, so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an " +"influence region that is 2 meters wide on each side." +msgstr "" + +msgid "" +"To create a box attractor, add a new child node to your scene and select " +"``GPUParticlesAttractorBox3D`` from the list of available nodes. You can " +"animate the box position or attach it to a moving node for more dynamic " +"effects." +msgstr "" + +msgid "Box attractor parts particle field" +msgstr "" + +msgid "" +"A box attractor with a negative strength value parts a particle field as it " +"moves through it." +msgstr "" + +#, fuzzy +msgid "Sphere attractors" +msgstr "Operatoren" + +#, fuzzy +msgid "Particle attractor sphere" +msgstr "Attraktor-Kraft deaktivieren." + +#, fuzzy +msgid "Sphere attractor in the node list" +msgstr "Einrichten der Nodes" + +msgid "" +"Sphere attractors have a spherical influence region. You control their size " +"with the ``Radius`` property. While box attractors don't have to be perfect " +"cubes, sphere attractors will always be spheres: You can't set width " +"independently from height. If you want to use a sphere attractor for " +"elongated shapes, you have to change its ``Scale`` in the attractor's " +"``Node3D`` section." +msgstr "" + +msgid "" +"To create a sphere attractor, add a new child node to your scene and select " +"``GPUParticlesAttractorSphere3D`` from the list of available nodes. You can " +"animate the sphere position or attach it to a moving node for more dynamic " +"effects." +msgstr "" + +msgid "Sphere attractor parts particle field" +msgstr "" + +msgid "" +"A sphere attractor with a negative strength value parts a particle field as " +"it moves through it." +msgstr "" + +#, fuzzy +msgid "Vector field attractors" +msgstr "Vektoroperationen" + +#, fuzzy +msgid "Particle attractor vector field" +msgstr "Attraktor-Kraft deaktivieren." + +msgid "Vector field attractor in the node list" +msgstr "" + +msgid "" +"A vector field is a 3D area that contains vectors positioned on a grid. The " +"grid density controls how many vectors there are and how far they're spread " +"apart. Each vector in a vector field points in a specific direction. This " +"can be completely random or aligned in a way that forms distinct patterns " +"and paths." +msgstr "" + +msgid "" +"When particles interact with a vector field, their movement direction " +"changes to match the nearest vector in the field. As a particle moves closer " +"to the next vector in the field, it changes direction to match that vector's " +"direction. The particle's speed depends on the vector's length." +msgstr "" + +msgid "" +"Like box attractors, vector field attractors have a box-shaped influence " +"region. You control their size with the ``Extents`` property, where a value " +"of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box with an influence region that is 2 " +"meters wide on each side. The ``Texture`` property takes a :ref:`3D texture " +"` where every pixel represents a vector with the pixel's " +"color interpreted as the vector's direction and size." +msgstr "" + +msgid "" +"When a texture is used as a vector field, there are two types of conversion " +"you need to be aware of:" +msgstr "" + +msgid "" +"The texture coordinates map to the attractor bounds. The image below shows " +"which part of the texture corresponds to which part of the vector field " +"volume. For example, the bottom half of the texture affects the top half of " +"the vector field attractor because ``+Y`` points down in the texture UV " +"space, but up in Godot's world space." +msgstr "" + +msgid "" +"The pixel color values map to direction vectors in space. The image below " +"provides an overview. Since particles can move in two directions along each " +"axis, the lower half of the color range represents negative direction values " +"while the upper half represents positive direction values. So a yellow pixel " +"``(R=1,G=1,B=0)`` maps to the vector ``(X=1,Y=1,Z=-1)`` while a neutral gray " +"``(R=0.5,G=0.5,B=0.5)`` results in no movement at all." +msgstr "" + +msgid "Mapping from texture to vector field" +msgstr "" + +msgid "" +"To create a vector field attractor, add a new child node to your scene and " +"select ``GPUParticlesAttractorVectorField3D`` from the list of available " +"nodes. You can animate the attractor's position or attach it to a moving " +"node for more dynamic effects." +msgstr "" + +msgid "" +"If you don't have external tools to create vector field textures, you can " +"use a NoiseTexture3D with a Color Ramp attached as a vector field texture. " +"The Color Ramp can be modified to adjust how much each coordinate is " +"affected by the vector field." +msgstr "" + +msgid "Vector field attractor in a field of particles" +msgstr "" + +msgid "" +"Two particle systems are affected by the same vector field attractor. :" +"download:`Click here to download the 3D texture `." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po new file mode 100644 index 0000000000..434babf571 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po @@ -0,0 +1,299 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle collisions" +msgstr "Erkennen von Kollisionen" + +#, fuzzy +msgid "Particle collisions" +msgstr "Primitive Kollisions-Shapes" + +msgid "" +"Since GPU particles are processed entirely on the GPU, they don't have " +"access to the game's physical world. If you need particles to collide with " +"the environment, you have to set up particle collision nodes. There are four " +"of them: :ref:`class_GPUParticlesCollisionBox3D`, :ref:" +"`class_GPUParticlesCollisionSphere3D`, :ref:" +"`class_GPUParticlesCollisionSDF3D`, and :ref:" +"`class_GPUParticlesCollisionHeightField3D`." +msgstr "" + +msgid "GPU Particle collision is not yet implemented for 2D particle systems." +msgstr "" + +#, fuzzy +msgid "Common properties" +msgstr "Allgemeine Licht-Propertys" + +#, fuzzy +msgid "Common particle collision properties" +msgstr "Allgemeine Licht-Propertys" + +#, fuzzy +msgid "Common collision properties" +msgstr "Allgemeine Licht-Propertys" + +msgid "" +"There are some properties that you can find on all collision nodes. They're " +"located in the ``GPUParticlesCollision3D`` section in the inspector." +msgstr "" + +msgid "" +"The ``Cull Mask`` property controls which particle systems are affected by a " +"collision node based on each system's :ref:`visibility layers " +"`. A particle system collides with a collision node " +"only if at least one of the system's visibility layers is enabled in the " +"collider's cull mask." +msgstr "" + +msgid "" +"There is a `known issue `_ with GPU particle collision that prevent the cull mask from " +"working properly in Godot 4.0. We will update the documentation as soon as " +"it is fixed." +msgstr "" + +#, fuzzy +msgid "Box collision" +msgstr "Kollisionen" + +#, fuzzy +msgid "Particle collision box" +msgstr "Primitive Kollisions-Shapes" + +#, fuzzy +msgid "Box collision in the node list" +msgstr "Konvexe Kollisions-Shapes" + +msgid "" +"Box collision nodes are shaped like a solid, rectangular box. You control " +"their size with the ``Extents`` property. Box extents always measure half of " +"the sides of its bounds, so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box " +"that is 2 meters wide on each side. Box collision nodes are useful for " +"simulating floor and wall geometry that particles should collide against." +msgstr "" + +msgid "" +"To create a box collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionBox3D`` from the list of available nodes. You " +"can animate the box position or attach it to a moving node for more dynamic " +"effects." +msgstr "" + +#, fuzzy +msgid "Box collision with particle systems" +msgstr "2D-Partikel-Systeme" + +#, fuzzy +msgid "Two particle systems collide with a box collision node" +msgstr "" +"``true``, wenn das Partikel mit einem Partikel-Collider zusammengestoßen ist." + +#, fuzzy +msgid "Sphere collision" +msgstr "Erkennen von Kollisionen" + +#, fuzzy +msgid "Particle collision sphere" +msgstr "Primitive Kollisions-Shapes" + +msgid "Sphere collision in the node list" +msgstr "" + +msgid "" +"Sphere collision nodes are shaped like a solid sphere. The ``Radius`` " +"property controls the size of the sphere. While box collision nodes don't " +"have to be perfect cubes, sphere collision nodes will always be spheres. If " +"you want to set width independently from height, you have to change the " +"``Scale`` property in the ``Node3D`` section." +msgstr "" + +msgid "" +"To create a sphere collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionSphere3D`` from the list of available nodes. " +"You can animate the sphere's position or attach it to a moving node for more " +"dynamic effects." +msgstr "" + +msgid "Sphere collision with particle systems" +msgstr "" + +#, fuzzy +msgid "Two particle systems collide with a sphere collision node" +msgstr "" +"``true``, wenn das Partikel mit einem Partikel-Collider zusammengestoßen ist." + +#, fuzzy +msgid "Height field collision" +msgstr "Vorbereitung auf Kollisionen" + +#, fuzzy +msgid "Particle collision height field" +msgstr "Primitive Kollisions-Shapes" + +msgid "Height field collision in the node list" +msgstr "" + +msgid "" +"Height field particle collision is very useful for large outdoor areas that " +"need to collide with particles. At runtime, the node creates a height field " +"from all the meshes within its bounds that match its cull mask. Particles " +"collide against the mesh that this height field represents. Since the height " +"field generation is done dynamically, it can follow the player camera around " +"and react to changes in the level. Different settings for the height field " +"density offer a wide range of performance adjustments." +msgstr "" + +msgid "" +"To create a height field collision node, add a new child node to your scene " +"and select ``GPUParticlesCollisionHeightField3D`` from the list of available " +"nodes." +msgstr "" + +msgid "" +"A height field collision node is shaped like a box. The ``Extents`` property " +"controls its size. Extents always measure half of the sides of its bounds, " +"so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box that is 2 meters wide on " +"each side. Anything outside of the node's extents is ignored for height " +"field creation." +msgstr "" + +msgid "" +"The ``Resolution`` property controls how detailed the height field is. A " +"lower resolution performs faster at the cost of accuracy. If the height " +"field resolution is too low, it may look like particles penetrate level " +"geometry or get stuck in the air during collision events. They might also " +"ignore some smaller meshes completely." +msgstr "" + +#, fuzzy +msgid "Height field resolutions" +msgstr "Mehrere Auflösungen" + +msgid "" +"At low resolutions, height field collision misses some finer details (left)" +msgstr "" + +msgid "" +"The ``Update Mode`` property controls when the height field is recreated " +"from the meshes within its bounds. Set it to ``When Moved`` to make it " +"refresh only when it moves. This performs well and is suited for static " +"scenes that don't change very often. If you need particles to collide with " +"dynamic objects that change position frequently, you can select ``Always`` " +"to refresh every frame. This comes with a cost to performance and should " +"only be used when necessary." +msgstr "" + +msgid "" +"It's important to remember that when ``Update Mode`` is set to ``When " +"Moved``, it is the *height field node* whose movement triggers an update. " +"The height field is not updated when one of the meshes inside it moves." +msgstr "" + +msgid "" +"The ``Follow Camera Enabled`` property makes the height field follow the " +"current camera when enabled. It will update whenever the camera moves. This " +"property can be used to make sure that there is always particle collision " +"around the player while not wasting performance on regions that are out of " +"sight or too far away." +msgstr "" + +#, fuzzy +msgid "SDF collision" +msgstr "Kollisionen" + +#, fuzzy +msgid "Particle collision SDF" +msgstr "Primitive Kollisions-Shapes" + +msgid "SDF collision in the node list" +msgstr "" + +msgid "" +"SDF collision nodes create a `signed distance field `_ that particles can collide " +"with. SDF collision is similar to height field collision in that it turns " +"multiple meshes within its bounds into a single collision volume for " +"particles. A major difference is that signed distance fields can represent " +"holes, tunnels and overhangs, which is impossible to do with height fields " +"alone. The performance overhead is larger compared to height fields, so " +"they're best suited for small-to-medium-sized environments." +msgstr "" + +msgid "" +"To create an SDF collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionSDF3D`` from the list of available nodes. SDF " +"collision nodes have to be baked in order to have any effect on particles in " +"the level. To do that, click the ``Bake SDF`` button in the viewport toolbar " +"while the SDF collision node is selected and choose a directory to store the " +"baked data. Since SDF collision needs to be baked in the editor, it's static " +"and cannot change at runtime." +msgstr "" + +#, fuzzy +msgid "SDF particle collision" +msgstr "Skalierung der Partikelgröße für Kollisionen." + +msgid "" +"SDF particle collision allows for very detailed 3-dimensional collision " +"shapes" +msgstr "" + +msgid "" +"An SDF collision node is shaped like a box. The ``Extents`` property " +"controls its size. Extents always measure half of the sides of its bounds, " +"so a value of ``(X=1.0,Y=1.0,Z=1.0)`` creates a box that is 2 meters wide on " +"each side. Anything outside of the node's extents is ignored for collision." +msgstr "" + +msgid "" +"The ``Resolution`` property controls how detailed the distance field is. A " +"lower resolution performs faster at the cost of accuracy. If the resolution " +"is too low, it may look like particles penetrate level geometry or get stuck " +"in the air during collision events. They might also ignore some smaller " +"meshes completely." +msgstr "" + +#, fuzzy +msgid "Resolution comparison" +msgstr "Auflösungsskalierung" + +msgid "" +"The same area covered by a signed distance field at different resolutions: " +"16 (left) and 256 (right)" +msgstr "" + +msgid "" +"The ``Thickness`` property gives the distance field, which is usually hollow " +"on the inside, a thickness to prevent particles from penetrating at high " +"speeds. If you find that some particles don't collide with the level " +"geometry and instead shoot right through it, try setting this property to a " +"higher value." +msgstr "" + +msgid "" +"The ``Bake Mask`` property controls which meshes will be considered when the " +"SDF is baked. Only meshes that render on the active layers in the bake mask " +"contribute to particle collision." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po new file mode 100644 index 0000000000..808d71db2d --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po @@ -0,0 +1,140 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Complex emission shapes" +msgstr "Collision Shapes" + +msgid "" +"When it is not enough to emit particles from one of the simple shapes " +"available in the :ref:`process material " +"`, Godot provides a way to emit " +"particles from arbitrary, complex shapes. The shapes are generated from " +"meshes in the scene and stored as textures in the particle process material. " +"This is a very versatile workflow that has allowed users to use particle " +"systems for things that go beyond traditional use cases, like foliage, " +"leaves on a tree, or complex holographic effects." +msgstr "" + +msgid "" +"When you create emission points from meshes, you can only select a single " +"node as emission source. If you want particles to emit from multiple shapes, " +"you either have to create several particle systems or combine the meshes " +"into one in an external DCC software." +msgstr "" + +#, fuzzy +msgid "Creating emission points" +msgstr "Icons erstellen" + +msgid "Create particle emission points..." +msgstr "" + +msgid "Select mesh for emission" +msgstr "" + +msgid "\\...from a mesh instance as the source" +msgstr "" + +#, fuzzy +msgid "Set emission density" +msgstr "Einsenderichtlinien" + +msgid "More points = higher particle density" +msgstr "" + +msgid "" +"To make use of this feature, start by creating a particle system in the " +"current scene. Add a mesh instance that serves as the source of the particle " +"emission points. With the particle system selected, navigate to the viewport " +"menu and select the *GPUParticles3D* entry. From there, select ``Create " +"Emission Points From Node``." +msgstr "" + +msgid "" +"A dialog window will pop up and ask you to select a node as the emission " +"source. Choose one of the mesh instances in the scene and confirm your " +"selection. The next dialog window deals with the amount of points and how to " +"generate them." +msgstr "" + +msgid "" +"``Emission Points`` controls the total number of points that you are about " +"to generate. Particles will spawn from these points, so what to enter here " +"depends on the size of the source mesh (how much area you have to cover) and " +"the desired density of the particles." +msgstr "" + +msgid "" +"``Emission Source`` offers 3 different options for how the points are " +"generated. Select ``Surface Points`` if all you want to do is distribute the " +"emission points across the surface of the mesh. Select ``Surface Points + " +"Normal (Directed)`` if you also want to generate information about the " +"surface normals and make particles move in the direction that the normals " +"point at. The last option, ``Volume``, creates emission points everywhere " +"inside the mesh, not just across its surface." +msgstr "" + +msgid "" +"The emission points are stored in the particle system's local coordinate " +"system, so you can move the particle node around and the emission points " +"will follow. This might be useful when you want to use the same particle " +"system in several different places. On the other hand, you might have to " +"regenerate the emission points when you move either the particle system or " +"the source mesh." +msgstr "" + +#, fuzzy +msgid "Emission shape textures" +msgstr "Emissions-Shapes" + +#, fuzzy +msgid "Emission textures" +msgstr "Emissions-Shapes" + +msgid "The available emission shape textures" +msgstr "" + +msgid "" +"All the data for complex particle emission shapes is stored in a set of " +"textures. How many, depends on the type of emission shape you use. If you " +"set the ``Shape`` property in the ``Emission Shape`` group on the particle " +"process material to ``Points``, you have access to 2 texture properties, the " +"``Point Texture`` and the ``Color Texture``. Set it to ``Directed Points`` " +"and there is a third property called ``Normal Texture``." +msgstr "" + +msgid "" +"``Point Texture`` contains all possible emission points that were generated " +"in the previous step. A point is randomly selected for every particle when " +"it spawns. ``Normal Texture``, if it exists, provides a direction vector at " +"that same location. If the ``Color Texture`` property is also set, it " +"provides color for the particle, sampled at the same location as the other " +"two textures and modulating any other color that was set up on the process " +"material." +msgstr "" + +msgid "" +"There is also the ``Point Count`` property that you can use to change the " +"number of emission points at any time after creating the emission shape. " +"This includes dynamically at runtime while the playing the game." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po new file mode 100644 index 0000000000..af17fce91c --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po @@ -0,0 +1,200 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Creating a 3D particle system" +msgstr "2D-Partikel-Systeme" + +#, fuzzy +msgid "Required particle node properties" +msgstr "Decal-Node-Propertys" + +msgid "" +"To get started with particles, the first thing we need to do is add a " +"``GPUParticles3D`` node to the scene. Before we can actually see any " +"particles, we have to set up two parameters on the node: the ``Process " +"Material`` and at least one ``Draw Pass``." +msgstr "" + +#, fuzzy +msgid "The process material" +msgstr "Physikmaterial" + +#, fuzzy +msgid "" +"To add a process material to your particles node, go to ``Process Material`` " +"in the inspector panel. Click on the box next to ``Process Material`` and " +"from the dropdown menu select ``New ParticleProcessMaterial``." +msgstr "" +"Um ein Prozessmaterial zu Ihrem Node hinzuzufügen, gehen Sie zu " +"``Prozessmaterial`` in Ihrem Inspektor-Panel. Klicken Sie auf das Feld neben " +"``Material`` und wählen Sie aus dem Dropdown-Menü ``Neues " +"ParticleProcessMaterial``." + +#, fuzzy +msgid "Creating a process material" +msgstr "Erzeugen eines Shader-Materials" + +msgid "" +":ref:`class_ParticleProcessMaterial` is a special kind of material. We don't " +"use it to draw any objects. We use it to update particle data and behavior " +"on the GPU instead of the CPU, which comes with a massive performance boost. " +"A click on the newly added material displays a long list of properties that " +"you can set to control each particle's behavior." +msgstr "" + +#, fuzzy +msgid "Draw passes" +msgstr "Zeichenparameter" + +msgid "At least one draw pass is required" +msgstr "" + +msgid "" +"In order to render any particles, at least one draw pass needs to be " +"defined. To do that, go to ``Draw Passes`` in the inspector panel. Click on " +"the box next to ``Pass 1`` and select ``New QuadMesh`` from the dropdown " +"menu. After that, click on the mesh and set its ``Size`` to 0.1 for both " +"``x`` and ``y``. Reducing the mesh's size makes it a little easier to tell " +"the individual particle meshes apart at this stage." +msgstr "" + +msgid "" +"You can use up to 4 draw passes per particle system. Each pass can render a " +"different mesh with its own unique material. All draw passes use the data " +"that is computed by the process material, which is an efficient method for " +"composing complex effects: Compute particle behavior once and feed it to " +"multiple render passes." +msgstr "" + +msgid "" +"Using multiple draw passes: yellow rectangles (pass1) and blue spheres (pass " +"2)" +msgstr "" + +msgid "" +"If you followed the steps above, your particle system should now be emitting " +"particles in a waterfall-like fashion, making them move downwards and " +"disappear after a few seconds. This is the foundation for all particle " +"effects. Take a look at the documentation for :ref:`particle " +"` and :ref:`particle material " +"` properties to learn how to make particle " +"effects more interesting." +msgstr "" + +#, fuzzy +msgid "Particle conversion" +msgstr "Partikel-Nodes" + +msgid "Turning GPU into CPU particles" +msgstr "" + +msgid "" +"You can convert GPU particles to CPU particles at any time using the entry " +"in the viewport menu. When you do so, keep in mind that not every feature of " +"GPU particles is available for CPU particles, so the resulting particle " +"system will look and behave differently from the original." +msgstr "" + +msgid "" +"You can also convert CPU particles to GPU particles if you no longer need to " +"use CPU particles. This is also done from the viewport menu." +msgstr "" + +msgid "" +"Some of the most notable features that are lost during the conversion " +"include:" +msgstr "" + +#, fuzzy +msgid "multiple draw passes" +msgstr "Mehrere Muster" + +msgid "turbulence" +msgstr "" + +#, fuzzy +msgid "sub-emitters" +msgstr "Emitter" + +#, fuzzy +msgid "trails" +msgstr "Brailleschrift" + +#, fuzzy +msgid "attractors" +msgstr "Pfad-Trennzeichen" + +#, fuzzy +msgid "collision" +msgstr "Kollisionen" + +#, fuzzy +msgid "You also lose the following properties:" +msgstr "Das Popup zeigt die folgenden Propertys an:" + +#, fuzzy +msgid "``Ammount Ratio``" +msgstr "``Rotation``" + +#, fuzzy +msgid "``Interp to End``" +msgstr "Interpolation" + +#, fuzzy +msgid "``Damping as Friction``" +msgstr "Aktionen aufnehmen" + +#, fuzzy +msgid "``Emission Shape Offset``" +msgstr "Emissions-Shapes" + +#, fuzzy +msgid "``Emission Shape Scale``" +msgstr "Emissions-Shapes" + +#, fuzzy +msgid "``Inherit Velocity Ratio``" +msgstr "Anfangsgeschwindigkeit" + +#, fuzzy +msgid "``Velocity Pivot``" +msgstr "``Vector2``" + +#, fuzzy +msgid "``Directional Velocity``" +msgstr "Gerichtetes Licht" + +#, fuzzy +msgid "``Radial Velocity``" +msgstr "Anfangsgeschwindigkeit" + +msgid "``Velocity Limit``" +msgstr "" + +msgid "``Scale Over Velocity``" +msgstr "" + +msgid "" +"Converting GPU particles to CPU particles can become necessary when you want " +"to release a game on older devices that don't support modern graphics APIs." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po index 5a8bd27461..d13f603437 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,14 +17,16 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Particle systems (3D)" -msgstr "2D Partikelsysteme" +msgstr "Partikelsysteme (3D)" msgid "" "This section of the tutorial covers (3D) GPU-accelerated particle systems. " "Most of the things discussed here apply to CPU particles as well." msgstr "" +"Dieser Abschnitt des Tutorials behandelt (3D) GPU-beschleunigte " +"Partikelsysteme. Das meiste, was hier besprochen wird, gilt auch für CPU-" +"Partikel." msgid "Introduction" msgstr "Einführung" @@ -34,8 +36,11 @@ msgid "" "sparks, smoke, magical effects, and many more. They are very well suited for " "creating dynamic and organic behavior and adding \"life\" to your scenes." msgstr "" +"Sie können Partikelsysteme verwenden, um komplexe physikalische Effekte wie " +"Feuer, Funken, Rauch, magische Effekte und vieles mehr zu simulieren. Sie " +"sind sehr gut geeignet, um dynamisches und organisches Verhalten zu erzeugen " +"und Ihren Szenen \"Leben\" zu verleihen." -#, fuzzy msgid "" "The idea is that a particle is emitted at a fixed interval and with a fixed " "lifetime. During its lifetime, every particle will have the same base " @@ -43,21 +48,21 @@ msgid "" "organic look is the randomness that you can add to most of its parameters " "and behaviors." msgstr "" -"Die Idee ist, dass ein \"Partikel\" in einem festen Intervall und mit einer " +"Die Idee ist, dass ein Teilchen in einem festen Intervall und mit einer " "festen Lebensdauer emittiert wird. Während seiner Lebensdauer hat jedes " "Partikel das gleiche Grundverhalten. Was jedes Partikel von den anderen " -"unterscheidet und ein organischeres Aussehen bietet, ist die " -"\"Zufälligkeit\", die jedem Parameter zugeordnet ist. Im Wesentlichen " -"bedeutet das Erstellen eines Partikelsystems, dass physikalische " -"Basisparameter festgelegt und dann Zufälligkeiten hinzugefügt werden." +"unterscheidet und das organischen Aussehen erzeugt, ist die Zufälligkeit, " +"die Sie den meisten Parametern und Verhaltensweisen hinzufügen können." msgid "" "Every particle system you create in Godot consists of two main parts: " "particles and emitters." msgstr "" +"Jedes Partikelsystem, das Sie in Godot erstellen, besteht aus zwei " +"Hauptteilen: Partikel und Emitter." msgid "Particles" -msgstr "Particles" +msgstr "Partikel" msgid "" "A particle is the visible part of a particle system. It's what you see on " @@ -69,10 +74,18 @@ msgid "" "think of a fire, you can think of all the little embers flying away from it " "as individual particles." msgstr "" +"Ein Partikel ist der sichtbare Teil eines Partikelsystems. Es ist das, was " +"Sie auf dem Bildschirm sehen, wenn ein Partikelsystem aktiv ist: Die " +"winzigen Staubkörnchen, die Flammen eines Feuers, die leuchtenden Kugeln " +"eines magischen Effekts. Ein einziges System kann zwischen ein paar hundert " +"und zehntausend Partikel enthalten. Sie können die Größe, Geschwindigkeit " +"und Bewegungsrichtung eines Partikels nach dem Zufallsprinzip bestimmen und " +"seine Farbe im Laufe seines Lebens ändern. Wenn Sie an ein Feuer denken, " +"können Sie sich all die kleinen Funken, die davon wegfliegen, als einzelne " +"Partikel vorstellen." -#, fuzzy msgid "Emitters" -msgstr "Zittern" +msgstr "Emitter" msgid "" "An emitter is what's creating the particles. Emitters are usually not " @@ -82,22 +95,30 @@ msgid "" "example, an emitter would be the heat at the center of the fire that creates " "the embers and the flames." msgstr "" +"Ein Emitter ist das, was die Partikel erzeugt. Emitter sind normalerweise " +"nicht sichtbar, aber sie können eine Form haben. Diese Form steuert, wo und " +"wie die Partikel erzeugt werden, z. B. ob sie einen Raum wie Staub füllen " +"oder von einem einzelnen Punkt wie eine Fontäne wegschießen sollen. Um auf " +"das Beispiel mit dem Feuer zurückzukommen: Ein Emitter wäre die Hitze im " +"Zentrum des Feuers, die Glut und Flammen erzeugt." -#, fuzzy msgid "Node overview" -msgstr "Node-Eigenschaften" +msgstr "Node-Übersicht" msgid "A list of nodes related to 3D particles" -msgstr "" +msgstr "Eine Liste von Nodes, die sich auf 3D-Partikel beziehen" msgid "All 3D particle nodes available in Godot" -msgstr "" +msgstr "Alle 3D-Partikel-Nodes, die in Godot verfügbar sind" msgid "" "There are two types of 3D particle systems in Godot: :ref:" "`class_GPUParticles3D`, which are processed on the GPU, and :ref:" "`class_CPUParticles3D`, which are processed on the CPU." msgstr "" +"Es gibt zwei Arten von 3D-Partikel-Systemen in Godot: :ref:" +"`class_GPUParticles3D`, die auf der GPU verarbeitet werden, und :ref:" +"`class_CPUParticles3D`, die auf der CPU verarbeitet werden." msgid "" "CPU particle systems are less flexible than their GPU counterpart, but they " @@ -107,6 +128,13 @@ msgid "" "individual particles. In addition they currently do not have all the " "available options GPU particles have for control." msgstr "" +"CPU-Partikel-Systeme sind weniger flexibel als ihr GPU-Gegenstück, aber sie " +"funktionieren auf einer breiteren Palette von Hardware und bieten bessere " +"Unterstützung für ältere Geräte und Mobiltelefone. Da sie auf der CPU " +"verarbeitet werden, sind sie nicht so leistungsfähig wie GPU-Partikel-" +"Systeme und können nicht so viele einzelne Partikel rendern. Außerdem " +"verfügen sie derzeit nicht über alle Optionen, die GPU-Partikel zur " +"Steuerung bieten." msgid "" "GPU particle systems run on the GPU and can render hundreds of thousands of " @@ -114,6 +142,11 @@ msgid "" "them, which makes them very flexible. You can also make them interact with " "the environment by using attractor and collision nodes." msgstr "" +"GPU-Partikel-Systeme laufen auf der GPU und können auf moderner Hardware " +"Hunderttausende von Partikeln rendern. Sie können eigene Partikel-Shader für " +"sie schreiben, was sie sehr flexibel macht. Sie können sie auch mit der " +"Umgebung interagieren lassen, indem Sie Attraktor- und Kollisions-Nodes " +"verwenden." msgid "" "There are three particle attractor nodes: :ref:" @@ -123,6 +156,12 @@ msgid "" "force to all particles in its reach and pulls them closer or pushes them " "away based on the direction of that force." msgstr "" +"Es gibt drei Partikel-Attraktor-Nodes: :ref:" +"`class_GPUParticlesAttractorBox3D`, :ref:" +"`class_GPUParticlesAttractorSphere3D`, und :ref:" +"`class_GPUParticlesAttractorVectorField3D`. Ein Attraktor-Node übt eine " +"Kraft auf alle Partikel in seiner Reichweite aus und zieht sie näher heran " +"oder stößt sie weg, je nach Richtung dieser Kraft." msgid "" "There are several particle collision nodes. :ref:" @@ -138,10 +177,22 @@ msgid "" "your world and the objects in it and uses that for large-scale particle " "collisions." msgstr "" +"Es gibt mehrere Nodes für Partikelkollisionen: :ref:" +"`class_GPUParticlesCollisionBox3D` und :ref:" +"`class_GPUParticlesCollisionSphere3D` sind die einfachsten. Sie können sie " +"verwenden, um grundlegende Formen wie Boxen, einen Boden oder eine Wand zu " +"erstellen, mit denen Partikel kollidieren. Die anderen beiden Nodes bieten " +"ein komplexeres Kollisionsverhalten. Der :ref:" +"`class_GPUParticlesCollisionSDF3D` ist nützlich, wenn Sie wollen, dass " +"Innenszenen mit Partikeln kollidieren, ohne alle einzelnen Box- und " +"Kugelkollider von Hand erstellen zu müssen. Wenn Sie wollen, dass Partikel " +"mit großen Außenszenen kollidieren, würden Sie den :ref:" +"`class_GPUParticlesCollisionHeightField3D` Node verwenden. Er erstellt eine " +"Höhenkarte Ihrer Welt und der darin befindlichen Objekte und verwendet diese " +"für großflächige Partikelkollisionen." -#, fuzzy msgid "Basic usage" -msgstr "Grundlegende Einrichtung" +msgstr "Grundlegende Verwendung" msgid "Advanced topics" msgstr "Fortgeschrittene Themen" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po new file mode 100644 index 0000000000..b024a13a24 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po @@ -0,0 +1,680 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Process material properties" +msgstr "Area-Propertys" + +#, fuzzy +msgid "ParticleProcessMaterial properties" +msgstr "ParticleProcessMaterial-Einstellungen" + +#, fuzzy +msgid "Min, max, and curve properties" +msgstr "Signale und Propertys" + +msgid "" +"The properties in this material control how particles behave and change over " +"their lifetime. A lot of them have ``Min``, ``Max``, and ``Curve`` values " +"that allow you to fine-tune their behavior. The relationship between these " +"values is this: When a particle is spawned, the property is set with a " +"random value between ``Min`` and ``Max``. If ``Min`` and ``Max`` are the " +"same, the value will always be the same for every particle. If the ``Curve`` " +"is also set, the value of the property will be multiplied by the value of " +"the curve at the current point in a particle's lifetime. Use the curve to " +"change a property over the particle lifetime. Very complex behavior can be " +"expressed this way." +msgstr "" + +#, fuzzy +msgid "Time" +msgstr "iTime" + +msgid "" +"The ``Lifetime Randomness`` property controls how much randomness to apply " +"to each particle's lifetime. A value of ``0`` means there is no randomness " +"at all and all particles live for the same amount of time, set by the :ref:" +"`Lifetime ` property. A value of ``1`` " +"means that a particle's lifetime is completely random within the range of " +"[0.0, ``Lifetime``]." +msgstr "" + +#, fuzzy +msgid "Particle flags" +msgstr "Partikel" + +msgid "" +"The ``Align Y`` property aligns each particle's Y-axis with its velocity. " +"Enabling this property is the same as setting the :ref:`Transform Align " +"` property to ``Y to Velocity``." +msgstr "" + +msgid "" +"The ``Rotate Y`` property works with the properties in the `Angle " +"<#angle>`__ and `Angular Velocity <#angular-velocity>`__ groups to control " +"particle rotation. ``Rotate Y`` has to be enabled if you want to apply any " +"rotation to particles. The exception to this is any particle that uses the :" +"ref:`Standard Material ` where the ``Billboard`` " +"property is set to ``Particle Billboard``. In that case, particles rotate " +"even without ``Rotate Y`` enabled." +msgstr "" + +msgid "" +"When the ``Disable Z`` property is enabled, particles will not move along " +"the Z-axis. Whether that is going to be the particle system's local Z-axis " +"or the world Z-axis is determined by the :ref:`Local Coords " +"` property." +msgstr "" + +msgid "" +"The ``Daming as Friction`` property changes the behavior of damping from a " +"constant deceleration to a deceleration based on speed." +msgstr "" + +msgid "Spawn" +msgstr "" + +#, fuzzy +msgid "Emission shape" +msgstr "Emissions-Shapes" + +msgid "" +"Particles can emit from a single point in space or in a way that they fill " +"out a shape. The ``Shape`` property controls that shape. ``Point`` is the " +"default value. All particles emit from a single point in the center of the " +"particle system. When set to ``Sphere`` or ``Box``, particles emit in a way " +"that they fill out a sphere or a box shape evenly. You have full control " +"over the size of these shapes. ``Sphere Surface`` works like ``Sphere``, but " +"instead of filling it out, all particles spawn on the sphere's surface." +msgstr "" + +#, fuzzy +msgid "Simple particle emission shapes" +msgstr "Primitive Kollisions-Shapes" + +msgid "" +"Particles emitting from a point (left), in a sphere (middle), and in a box " +"(right)" +msgstr "" + +#, fuzzy +msgid "Ring-shaped particle system" +msgstr "2D-Partikel-Systeme" + +#, fuzzy +msgid "A ring-shaped particle system" +msgstr "2D-Partikel-Systeme" + +msgid "" +"The ``Ring`` emission shape makes particles emit in the shape of a ring. You " +"can control the ring's direction by changing the ``Ring Axis`` property. " +"``Ring Height`` controls the thickness of the ring along its axis. ``Ring " +"Radius`` and ``Ring Inner Radius`` control how wide the ring is and how " +"large the hole in the middle should be. The image shows a particle system " +"with a radius of ``2`` and an inner radius of ``1.5``, the axis points along " +"the global Z-axis." +msgstr "" + +msgid "" +"In addition to these relatively simple shapes, you can select the ``Points`` " +"or ``Directed Points`` option to create highly complex emission shapes. See " +"the :ref:`Complex emission shapes ` section " +"for a detailed explanation of how to set these up." +msgstr "" + +msgid "Angle" +msgstr "Winkel" + +msgid "" +"The ``Angle`` property controls a particle's starting rotation `as described " +"above <#process-material-properties>`__. In order to have an actual effect " +"on the particle, you have to enable one of two properties: `Rotate Y " +"<#particle-flags>`__ rotates the particle around the particle system's Y-" +"axis. The ``Billboard`` property in the :ref:`Standard Material " +"`, if it is set to ``Particle Billboard``, rotates " +"the particle around the axis that points from the particle to the camera." +msgstr "" + +msgid "Direction" +msgstr "Richtung" + +msgid "" +"The ``Direction`` property alone is not enough to see any particle movement. " +"Whatever values you set here only take effect once velocity or acceleration " +"properties are set, too." +msgstr "" + +msgid "" +"The ``Direction`` property is a vector that controls each particle's " +"direction of movement at the moment it is spawned. A value of ``(X=1,Y=0," +"Z=0)`` would make all particles move sideways along the X-axis. For " +"something like a fountain where particles shoot out up in the air, a value " +"of ``(X=0,Y=1,Z=0)`` would be a good starting point." +msgstr "" + +#, fuzzy +msgid "Different values for particle direction" +msgstr "World-Space-Richtung der Kamera." + +msgid "" +"Different direction values: Y-axis only (left), equal values for X and Y " +"(middle), X and Y with gravity enabled (right)" +msgstr "" + +msgid "" +"After setting a direction, you will notice that all particles move in the " +"same direction in a straight line. The ``Spread`` property adds some " +"variation and randomness to each particle's direction. The higher the value, " +"the stronger the deviation from the original path. A value of ``0`` means " +"there is no spread at all while a value of ``180`` makes particles shoot out " +"in every direction. You could use this for something like pieces of debris " +"during an explosion effect." +msgstr "" + +msgid "Different values for particle spread" +msgstr "" + +msgid "No spread (left), 45 degree angle (middle), full 180 degrees (right)" +msgstr "" + +msgid "" +"The ``Flatness`` property limits the spread along the Y-axis. A value of " +"``0`` means there is no limit and a value of ``1`` will eliminate all " +"particle movement along the Y-axis. The particles will spread out completely " +"\"flat\"." +msgstr "" + +msgid "" +"You won't see any actual movement until you also set some values for the " +"velocity and acceleration properties below, so let's take a look at those " +"next." +msgstr "" + +#, fuzzy +msgid "Initial velocity" +msgstr "Anfangsgeschwindigkeit" + +msgid "" +"While the ``Direction`` property controls a particle's movement direction, " +"the ``Initial Velocity`` controls how fast it goes. It's separated into " +"``Velocity Min`` and ``Velocity Max``, both set to ``0`` by default, which " +"is why you don't see any movement initially. As soon as you set values for " +"either of these properties `as described above <#process-material-" +"properties>`__, the particles begin to move. The direction is multiplied by " +"these values, so you can make particles move in the opposite direction by " +"setting a negative velocity." +msgstr "" + +#, fuzzy +msgid "Accelerations" +msgstr "Lineare Beschleunigung" + +msgid "Gravity" +msgstr "Schwerkraft" + +msgid "" +"The next few property groups work closely together to control particle " +"movement and rotation. ``Gravity`` drags particles in the direction it " +"points at, which is straight down at the strength of Earth's gravity by " +"default. Gravity affects all particle movement. If your game uses physics " +"and the world's gravity can change at runtime, you can use this property to " +"keep the game's gravity in sync with particle gravity. A ``Gravity`` value " +"of ``(X=0,Y=0,Z=0)`` means no particle will ever move at all if none of the " +"other movement properties are set." +msgstr "" + +msgid "Different values for particle gravity" +msgstr "" + +msgid "" +"Left\\: (X=0,Y=-9.8,Z=0), middle\\: (X=0,Y=9.8,Z=0), right\\: (X=4,Y=2,Z=0)." +msgstr "" + +#, fuzzy +msgid "Angular velocity" +msgstr "Winkelgeschwindigkeit" + +msgid "" +"``Angular Velocity`` controls a particle's speed of rotation `as described " +"above <#process-material-properties>`__. You can reverse the direction by " +"using negative numbers for ``Velocity Min`` or ``Velocity Max``. Like the " +"`Angle <#angle>`__ property, the rotation will only be visible if the " +"`Rotate Y <#particle-flags>`__ flag is set or the ``Particle Billboard`` " +"mode is selected in the :ref:`Standard Material `." +msgstr "" + +msgid "" +"The `Damping <#damping>`__ property has no effect on the angular velocity." +msgstr "" + +#, fuzzy +msgid "Linear acceleration" +msgstr "Lineare Beschleunigung" + +msgid "" +"A particle's velocity is a constant value: once it's set, it doesn't change " +"and the particle will always move at the same speed. You can use the " +"``Linear Accel`` property to change the speed of movement over a particle's " +"lifetime `as described above <#process-material-properties>`__. Positive " +"values will speed up the particle and make it move faster. Negative values " +"will slow it down until it stops and starts moving in the other direction." +msgstr "" + +msgid "Different values for particle linear acceleration" +msgstr "" + +msgid "Negative (top) and positive (bottom) linear acceleration" +msgstr "" + +msgid "" +"It's important to keep in mind that when we change acceleration, we're not " +"changing the velocity directly, we're changing the *change* in velocity. A " +"value of ``0`` on the acceleration curve does not stop the particle's " +"movement, it stops the change in the particle's movement. Whatever its " +"velocity was at that moment, it will keep moving at that velocity until the " +"acceleration is changed again." +msgstr "" + +#, fuzzy +msgid "Radial acceleration" +msgstr "Radiale Beschleunigung" + +msgid "" +"The ``Radial Accel`` property adds a gravity-like force to all particles, " +"with the origin of that force at the particle system's current location. " +"Negative values make particles move towards the center, like the force of " +"gravity from a planet on objects in its orbit. Positive values make " +"particles move away from the center." +msgstr "" + +msgid "Different values for particle radial acceleration" +msgstr "" + +msgid "Negative (left) and positive (right) radial acceleration" +msgstr "" + +#, fuzzy +msgid "Tangential acceleration" +msgstr "Tangentiale Beschleunigung" + +#, fuzzy +msgid "Tangents on a circle" +msgstr "Tangente in lokalen Koordinaten." + +msgid "" +"This property adds particle acceleration in the direction of the tangent to " +"a circle on the particle system's XZ-plane with the origin at the system's " +"center and a radius the distance between each particle's current location " +"and the system's center projected onto that plane." +msgstr "" + +msgid "Let's unpack that." +msgstr "" + +msgid "" +"A tangent to a circle is a straight line that \"touches\" the circle in a " +"right angle to the circle's radius at the touch point. A circle on the " +"particle system's XZ-plane is the circle that you see when you look straight " +"down at the particle system from above." +msgstr "" + +#, fuzzy +msgid "Tangential acceleration from above" +msgstr "Tangentiale Beschleunigung" + +msgid "" +"``Tangential Accel`` is always limited to that plane and never move " +"particles along the system's Y-axis. A particle's location is enough to " +"define such a circle where the distance to the system's center is the radius " +"if we ignore the vector's Y component." +msgstr "" + +msgid "" +"The ``Tangential Accel`` property will make particles orbit the particle " +"system's center, but the radius will increase constantly. Viewed from above, " +"particles will move away from the center in a spiral. Negative values " +"reverse the direction." +msgstr "" + +msgid "Damping" +msgstr "Dämpfung" + +msgid "" +"The ``Damping`` property gradually stops all movement. Each frame, a " +"particle's movement is slowed down a little unless the total acceleration is " +"greater than the damping effect. If it isn't, the particle will keep slowing " +"down until it doesn't move at all. The greater the value, the less time it " +"takes to bring particles to a complete halt." +msgstr "" + +#, fuzzy +msgid "Attractor interaction" +msgstr "Vektorinterpolation" + +msgid "" +"If you want the particle system to interact with :ref:`particle attractors " +"`, you have to check the ``Enabled`` property. " +"When it is disabled, the particle system ignores all particle attractors." +msgstr "" + +msgid "Display" +msgstr "" + +msgid "Scale" +msgstr "Skalierung" + +msgid "" +"``Scale`` controls a particle's size `as described above <#process-material-" +"properties>`__. You can set different values for ``Scale Min`` and ``Scale " +"Max`` to randomize each particle's size. Negative values are not allowed, so " +"you won't be able to flip particles with this property. If you emit " +"particles as billboards, the ``Keep Size`` property on the :ref:`Standard " +"Material ` in your draw passes has to be enabled " +"for any scaling to have an effect." +msgstr "" + +msgid "Color" +msgstr "Farbe" + +msgid "" +"The ``Color`` property controls a particle's initial color. It will have an " +"effect only after the ``Use As Albedo`` property in the ``Vertex Color`` " +"group of the :ref:`Standard Material ` is enabled. " +"This property is multiplied with color coming from the particle material's " +"own ``Color`` or ``Texture`` property." +msgstr "" + +#, fuzzy +msgid "Particle color ramp" +msgstr "Partikeltransformation." + +#, fuzzy +msgid "Setting up a color ramp" +msgstr "Einrichten Ihres Plugins" + +msgid "" +"There are two ``Ramp`` properties in the ``Color`` group. These allow you to " +"define a range of colors that are used to set the particle's color. The " +"``Color Ramp`` property changes a particle's color over the course of its " +"lifetime. It moves through the entire range of colors you defined. The " +"``Color Initial Ramp`` property selects the particle's initial color from a " +"random position on the color ramp." +msgstr "" + +msgid "" +"To set up a color ramp, click on the box next to the property name and from " +"the dropdown menu select ``New GradientTexture1D``. Click on the box again " +"to open the texture's details. Find the ``Gradient`` property, click on the " +"box next to it and select ``New Gradient``. Click on that box again and you " +"will see a color range. Click anywhere on that range to insert a new marker. " +"You can move the marker with the mouse and delete it by clicking the right " +"mouse button. When a marker is selected, you can use the color picker next " +"to the range to change its color." +msgstr "" + +#, fuzzy +msgid "Hue variation" +msgstr "Farbton-Variation" + +msgid "" +"Like the ``Color`` property, ``Hue Variation`` controls a particle's color, " +"but in a different way. It does so not by setting color values directly, but " +"by *shifting the color's hue*." +msgstr "" + +msgid "" +"Hue describes a color's pigment: red, orange, yellow, green and so on. It " +"does not tell you anything about how bright or how saturated the color is. " +"The ``Hue Variation`` property controls the range of available hues `as " +"described above <#process-material-properties>`__." +msgstr "" + +msgid "" +"It works on top of the particle's current color. The values you set for " +"``Variation Min`` and ``Variation Max`` control how far the hue is allowed " +"to shift in either direction. A higher value leads to more color variation " +"while a low value limits the available colors to the closest neighbors of " +"the original color." +msgstr "" + +msgid "Different values for hue variation" +msgstr "" + +msgid "" +"Different values for hue variation, both times with blue as base color: 0.6 " +"(left) and 0.1 (right)" +msgstr "" + +msgid "Animation" +msgstr "Animation" + +msgid "" +"The ``Animation`` property group controls the behavior of sprite sheet " +"animations in the particle's :ref:`Standard Material " +"`. The ``Min``, ``Max``, and ``Curve`` values work " +"`as described above <#process-material-properties>`__." +msgstr "" + +msgid "" +"An animated sprite sheet is a texture that contains several smaller images " +"aligned on a grid. The images are shown one after the other so fast that " +"they combine to play a short animation, like a flipbook. You can use them " +"for animated particles like smoke or fire. These are the steps to create an " +"animated particle system:" +msgstr "" + +#, fuzzy +msgid "A sprite sheet" +msgstr "Der Sprite-Track" + +msgid "An 8x8 animated smoke sprite sheet" +msgstr "" + +msgid "" +"Import a sprite sheet texture into the engine. If you don't have one at " +"hand, you can download the :download:`high-res version of the example image " +"`." +msgstr "" + +msgid "" +"Set up a particle system with at least one draw pass and assign a ``Standard " +"Material`` to the mesh in that draw pass." +msgstr "" + +msgid "" +"Assign the sprite sheet to the ``Texture`` property in the ``Albedo`` group" +msgstr "" + +msgid "" +"Set the material's ``Billboard`` property to ``Particle Billboard``. Doing " +"so makes the ``Particles Anim`` group available in the material." +msgstr "" + +msgid "" +"Set ``H Frames`` to the number of columns and ``V Frames`` to the number of " +"rows in the sprite sheet." +msgstr "" + +msgid "Check ``Loop`` if you want the animation to keep repeating." +msgstr "" + +msgid "" +"That's it for the Standard Material. You won't see any animation right away. " +"This is where the ``Animation`` properties come in. The ``Speed`` properties " +"control how fast the sprite sheet animates. Set ``Speed Min`` and ``Speed " +"Max`` to ``1`` and you should see the animation playing. The ``Offset`` " +"properties control where the animation starts on a newly spawned particle. " +"By default, it will always be the first image in the sequence. You can add " +"some variety by changing ``Offset Min`` and ``Offset Max`` to randomize the " +"starting position." +msgstr "" + +#, fuzzy +msgid "Animated particles" +msgstr "AnimatedSprite" + +msgid "Three different particle systems using the same smoke sprite sheet" +msgstr "" + +msgid "" +"Depending on how many images your sprite sheet contains and for how long " +"your particle is alive, the animation might not look smooth. The " +"relationship between particle lifetime, animation speed, and number of " +"images in the sprite sheet is this:" +msgstr "" +"Je nachdem, wie viele Bilder Ihr Sprite-Sheet enthält und wie lange Ihr " +"Partikel aktiv ist, sieht die Animation möglicherweise nicht flüssig aus. " +"Die Beziehung zwischen der Lebensdauer des Partikels, der " +"Animationsgeschwindigkeit und der Anzahl der Bilder im Sprite Sheet ist die " +"folgende:" + +msgid "" +"At an animation speed of ``1.0``, the animation will reach the last image in " +"the sequence just as the particle's lifetime ends." +msgstr "" +"Bei einer Animationsgeschwindigkeit von ``1.0`` erreicht die Animation das " +"letzte Bild in der Sequenz genau dann, wenn die Lebensdauer des Partikels " +"endet." + +msgid "" +"Animation\\ FPS = \\frac{Number\\ of\\ images}{Lifetime}\n" +"\n" +msgstr "" +"Animation\\ FPS = \\frac{Anzahl\\ der\\ Bilder}{Lebensdauer}\n" +"\n" + +msgid "" +"If your sprite sheet contains 64 (8x8) images and the particle's lifetime is " +"set to ``1 second``, the animation will be very smooth at **64 FPS** (1 " +"second / 64 images). if the lifetime is set to ``2 seconds``, it will still " +"be fairly smooth at **32 FPS**. But if the particle is alive for ``8 " +"seconds``, the animation will be visibly choppy at **8 FPS**. In order to " +"make the animation smooth again, you need to increase the animation speed to " +"something like ``3`` to reach an acceptable framerate." +msgstr "" + +#, fuzzy +msgid "Animated particles lifetimes" +msgstr "Partikel-Lebensdauer." + +msgid "" +"The same particle system at different lifetimes: 1 second (left), 2 seconds " +"(middle), 8 seconds (right)" +msgstr "" + +#, fuzzy +msgid "" +"Note that the GPUParticles3D node's **Fixed FPS** also affects animation " +"playback. For smooth animation playback, it's recommended to set it to 0 so " +"that the particle is simulated on every rendered frame. If this is not an " +"option for your use case, set **Fixed FPS** to be equal to the effective " +"framerate used by the flipbook animation (see above for the formula)." +msgstr "" +"Beachten Sie, dass der Wert **Feste FPS** des Nodes GPUParticles2D auch die " +"Wiedergabe der Animation beeinflusst. Für eine flüssige Animationswiedergabe " +"wird empfohlen, den Wert auf 0 zu setzen, damit die Partikel bei jedem " +"gerenderten Frame simuliert werden. Wenn dies für Ihren Anwendungsfall nicht " +"in Frage kommt, setzen Sie **Feste FPS** auf die effektive Framerate, die " +"von der Flipbook-Animation verwendet wird (siehe oben für die Formel)." + +msgid "Turbulence" +msgstr "" + +msgid "" +"Turbulence adds noise to particle movement, creating interesting and lively " +"patterns. Check the box next to the ``Enabled`` property to activate it. A " +"number of new properties show up that control the movement speed, noise " +"pattern and overall influence on the particle system. You can find a " +"detailed explanation of these in the section on :ref:`particle turbulence " +"`." +msgstr "" + +#, fuzzy +msgid "Collision" +msgstr "Kollisionen" + +msgid "" +"The ``Mode`` property controls how and if emitters collide with particle " +"collision nodes. Set it to ``Disabled`` to disable any collision for this " +"particle system. Set it to ``Hide On Contact`` if you want particles to " +"disappear as soon as they collide. Set it to ``Constant`` to make particles " +"collide and bounce around. You will see two new properties appear in the " +"inspector. They control how particles behave during collision events." +msgstr "" + +msgid "" +"A high ``Friction`` value will reduce sliding along surfaces. This is " +"especially helpful if particles collide with sloped surfaces and you want " +"them to stay in place instead of sliding all the way to the bottom, like " +"snow falling on a mountain. A high ``Bounce`` value will make particles " +"bounce off surfaces they collide with, like rubber balls on a solid floor." +msgstr "" + +msgid "" +"If the ``Use Scale`` property is enabled, the :ref:`collision base size " +"` is multiplied by the particle's " +"`current scale <#scale>`__. You can use this to make sure that the rendered " +"size and the collision size match for particles with random scale or scale " +"that varies over time." +msgstr "" + +msgid "" +"You can learn more about particle collisions in the :ref:`Collisions " +"` section in this manual." +msgstr "" + +#, fuzzy +msgid "Sub-emitter" +msgstr "Stutter" + +#, fuzzy +msgid "Sub-emitter modes" +msgstr "Render-Modi" + +#, fuzzy +msgid "The available sub-emitter modes" +msgstr "Verfügbare Elemente abfragen" + +msgid "" +"The ``Mode`` property controls how and when sub-emitters are spawned. Set it " +"to ``Disabled`` and no sub-emitters will ever be spawned. Set it to " +"``Constant`` to make sub-emitters spawn continuously at a constant rate. The " +"``Frequency`` property controls how often that happens within the span of " +"one second. Set the mode to ``At End`` to make the sub-emitter spawn at the " +"end of the parent particle's lifetime, right before it is destroyed. The " +"``Amount At End`` property controls how many sub-emitters will be spawned. " +"Set the mode to ``At Collision`` to make sub-emitters spawn when a particle " +"collides with the environment. The ``Amount At Collision`` property controls " +"how many sub-emitters will be spawned." +msgstr "" + +msgid "" +"When the ``Keep Velocity`` property is enabled, the newly spawned sub-" +"emitter starts off with the parent particle's velocity at the time the sub-" +"emitter is created." +msgstr "" + +msgid "" +"See the :ref:`Sub-emitters ` section in this " +"manual for a detailed explanation of how to add a sub-emitter to a particle " +"system." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po new file mode 100644 index 0000000000..f38521b22b --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po @@ -0,0 +1,273 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle system properties" +msgstr "2D-Partikel-Systeme" + +#, fuzzy +msgid "Emitter properties" +msgstr "Bearbeitbare Eigenschaften." + +msgid "" +"The checkbox next to the ``Emitting`` property activates and deactivates the " +"particle system. Particles will only be processed and rendered if the box is " +"checked. You can set this property at runtime if you want to activate or " +"deactivate particle systems dynamically." +msgstr "" + +msgid "" +"The ``Amount`` property controls the maximum number of particles visible at " +"any given time. Increase the value to spawn more particles at the cost of " +"performance." +msgstr "" + +msgid "" +"The ``Amount Ratio`` property is the radio of particles compared to the " +"ammount that will be emitted. If it's less than ``1.0`` the ammount of " +"particles emitted through the lifetime will be the ``Ammount`` * ``Amount " +"Ratio``. Changing this value while emitted doesn't affect already created " +"particles and doesn't cause the particle system to restart. It's useful for " +"making effects where the number of emitted particels varies over time." +msgstr "" + +msgid "" +"You can set another particle node as a ``Sub Emitter``, which will be " +"spawned as a child of each particle. See the :ref:`Sub-emitters " +"` section in this manual for a detailed " +"explanation of how to add a sub-emitter to a particle system." +msgstr "" + +#, fuzzy +msgid "Time properties" +msgstr "Area-Propertys" + +msgid "" +"The ``Lifetime`` property controls how long each particle exists before it " +"disappears again. It is measured in seconds. A lot of particle properties " +"can be set to change over the particle's lifetime and blend smoothly from " +"one value to another." +msgstr "" + +msgid "" +"``Lifetime`` and ``Amount`` are related. They determine the particle " +"system's emission rate. Whenever you want to know how many particles are " +"spawned per second, this is the formula you would use:" +msgstr "" + +msgid "Particles per second = \\frac{Amount}{Lifetime}" +msgstr "" + +msgid "" +"Example: Emitting 32 particles with a lifetime of 4 seconds each would mean " +"the system emits 8 particles per second." +msgstr "" + +msgid "" +"The ``Interp to End`` property causes all the particles in the node to " +"interpolate towards the end of their lifetime." +msgstr "" + +msgid "" +"If the checkbox next to the ``One Shot`` property is checked, the particle " +"system will emit ``amount`` particles and then disable itself. It \"runs\" " +"only once. This property is unchecked by default, so the system will keep " +"emitting particles until it is disabled or destroyed manually. One-shot " +"particles are a good fit for effects that react to a single event, like item " +"pickups or splinters that burst away when a bullet hits a wall." +msgstr "" + +msgid "" +"The ``Preprocess`` property is a way to fast-forward to a point in the " +"middle of the particle system's lifetime and start rendering from there. It " +"is measured in seconds. A value of ``1`` means that when the particle system " +"starts, it will look as if it has been running for one second already." +msgstr "" + +msgid "" +"This can be useful if you want the particle system to look like it has been " +"active for a while even though it was just loaded into the scene. Consider " +"the example below. Both particle systems simulate dust flying around in the " +"area. With a preprocess value of ``0``, there wouldn't be any dust for the " +"first couple of seconds because the system has not yet emitted enough " +"particles for the effect to become noticeable. This can be seen in the video " +"on the left. Compare that to the video on the right where the particle " +"system is preprocessed for ``4`` seconds. The dust is fully visible from the " +"very beginning because we skipped the first four seconds of \"setup\" time." +msgstr "" + +msgid "No preprocess (left) vs. 4 seconds of preprocess (right)" +msgstr "" + +msgid "" +"You can slow down or speed up the particle system with the ``Speed Scale`` " +"property. This applies to processing the data as well as rendering the " +"particles. Set it to ``0`` to pause the particle system completely or set it " +"to something like ``2`` to make it move twice as fast." +msgstr "" + +msgid "Different speed scale values: 0.1 (left), 0.5 (middle), 1.0 (right)" +msgstr "" + +msgid "" +"The ``Explosiveness`` property controls whether particles are emitted " +"sequentially or simultaneously. A value of ``0`` means that particles emit " +"one after the other. A value of ``1`` means that all ``amount`` particles " +"emit at the same time, giving the effect a more \"explosive\" appearance." +msgstr "" + +msgid "" +"The ``Randomness`` property adds some randomness to the particle emission " +"timing. When set to ``0``, there is no randomness at all and the interval " +"between the emission of one particle and the next is always the same: the " +"particles are emitted at *regular* intervals. A ``Randomness`` value of " +"``1`` makes the interval completely random. You can use this property to " +"break up some of the uniformity in your effects. When ``Explosiveness`` is " +"set to ``1``, this property has no effect." +msgstr "" + +msgid "Particles running at low FPS" +msgstr "" + +msgid "Interpolation on (left) vs. off (right)" +msgstr "" + +msgid "" +"The ``Fixed FPS`` property limits how often the particle system is " +"processed. This includes property updates as well as collision and " +"attractors. This can improve performance a lot, especially in scenes that " +"make heavy use of particle collision. Note that this does not change the " +"speed at which particles move or rotate. You would use the ``Speed Scale`` " +"property for that." +msgstr "" + +msgid "" +"When you set ``Fixed FPS`` to very low values, you will notice that the " +"particle animation starts to look choppy. This can sometimes be desired if " +"it fits the art direction, but most of the time, you'll want particle " +"systems to animate smoothly. That's what the ``Interpolate`` property does. " +"It blends particle properties between updates so that even a particle system " +"running at ``10`` FPS appears as smooth as running at ``60``." +msgstr "" + +#, fuzzy +msgid "Collision properties" +msgstr "Kollisionsobjekte" + +msgid "" +"The ``Base Size`` property defines each particle's default collision size, " +"which is used to check whether a particle is currently colliding with the " +"environment. You would usually want this to be about the same size as the " +"particle. It can make sense to increase this value for particles that are " +"very small and move very fast to prevent them from clipping through the " +"collision geometry." +msgstr "" + +#, fuzzy +msgid "Drawing properties" +msgstr "Propertys hinzufügen" + +#, fuzzy +msgid "Particle drawing properties" +msgstr "Propertys hinzufügen" + +msgid "" +"The ``Visibility AABB`` property defines a box around the particle system's " +"origin. As long as any part of this box is in the camera's field of view, " +"the particle system is visible. As soon as it leaves the camera's field of " +"view, the particle system stops being rendered at all. You can use this " +"property to boost performance by keeping the box as small as possible." +msgstr "" + +msgid "" +"One thing to keep in mind when you set a size for the ``Visibility AABB`` is " +"that particles that are outside of its bounds disappear instantly when it " +"leaves the camera's field of view. This, while not technically a bug, can " +"have a negative effect on the visual experience." +msgstr "" + +msgid "" +"When the ``Local Coords`` property is checked, all particle calculations use " +"the local coordinate system to determine things like up and down, gravity, " +"and movement direction. Up and down, for example, would follow the particle " +"system's or its parent node's rotation. When the property is unchecked, the " +"global world space is used for these calculations: Down will always be -Y in " +"world space, regardless of the particle system's rotation." +msgstr "" + +#, fuzzy +msgid "Local space coordinates (left) vs. world space coordinates (right)" +msgstr "" +"Transformation vom Local Space in den World Space. World Space sind die " +"Koordinaten, die Sie normalerweise im Editor verwenden." + +msgid "" +"The ``Draw Order`` property controls the order in which individual particles " +"are drawn. ``Index`` means that they are drawn in the order of emission: " +"particles that are spawned later are drawn on top of earlier ones. " +"``Lifetime`` means that they are drawn in the order of their remaining " +"lifetime. ``Reverse Lifetime`` reverses the ``Lifetime`` draw order. ``View " +"Depth`` means particles are drawn according to their distance from the " +"camera: The ones closer to the camera on top of those farther away." +msgstr "" + +msgid "" +"The ``Transform Align`` property controls the particle's default rotation. " +"``Disabled`` means they don't align in any particular way. Instead, their " +"rotation is determined by the values set in the process material. ``Z-" +"Billboard`` means that the particles will always face the camera. This is " +"similar to the ``Billboard`` property in the :ref:`Standard Material " +"`. ``Y to Velocity`` means that each particle's Y-" +"axis aligns with its movement direction. This can be useful for things like " +"bullets or arrows, where you want particles to always point \"forward\". ``Z-" +"Billboard + Y to Velocity`` combines the previous two modes. Each particle's " +"Z-axis will point towards the camera while its Y-axis will align with their " +"velocity." +msgstr "" + +#, fuzzy +msgid "Trail properties" +msgstr "Area-Propertys" + +#, fuzzy +msgid "Particle trails" +msgstr "Partikeltransformation." + +#, fuzzy +msgid "Particle trail properties" +msgstr "Area-Propertys" + +msgid "" +"The ``Enabled`` property controls whether particles are rendered as trails. " +"The box needs to be checked if you want to make use of particle trails." +msgstr "" + +msgid "" +"The ``Length Secs`` property controls for how long a trail should be " +"emitted. The longer this duration is, the longer the trail will be." +msgstr "" + +msgid "" +"See the :ref:`Particle trails ` section in this " +"manual for a detailed explanation of how particle trails work and how to set " +"them up." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po new file mode 100644 index 0000000000..7a8ea6cc58 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po @@ -0,0 +1,126 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Particle sub-emitters" +msgstr "Partikel-Shader" + +msgid "Chained sub-emitters" +msgstr "" + +msgid "" +"Sometimes a visual effect cannot be created with a single particle system " +"alone. Sometimes a particle system needs to be spawned as a response to " +"something that happens in another particle system. Fireworks are a good " +"example of that. They usually consist of several stages of explosions that " +"happen in sequence. Sub-emitters are a good way to achieve this kind of " +"effect." +msgstr "" + +#, fuzzy +msgid "Assign sub-emitter" +msgstr "Der ursprüngliche Autor/Einsender des Assets." + +msgid "Click to assign a sub-emitter..." +msgstr "" + +#, fuzzy +msgid "List particle systems" +msgstr "2D-Partikel-Systeme" + +msgid "\\...and select one from the scene" +msgstr "" + +msgid "" +"A sub-emitter is a particle system that spawns as a child of another " +"particle system. You can add sub-emitters to sub-emitters, chaining particle " +"effects as deep as you like." +msgstr "" + +msgid "" +"To create a sub-emitter, you need at least two particle systems in the same " +"scene. One of them will be the parent and one will be set as the child. Find " +"the ``Sub Emitter`` property on the parent and click the box next to it to " +"assign the sub-emitter. You will see a list of available particle systems in " +"the scene. Select one and click the confirmation button." +msgstr "" + +msgid "" +"Particle systems from instanced scenes can be set as sub-emitters too, as " +"long as the ``Editable Children`` property is enabled on the instanced " +"scene. This also works the other way around: You can assign a sub-emitter to " +"a particle system in an instanced scene, even one coming from a different " +"instanced scene." +msgstr "" + +msgid "" +"When you set a particle system as the sub-emitter of another, the system " +"stops emitting, even if the ``Emitting`` property was checked. Don't worry, " +"it didn't break. This happens to every particle system as soon as it becomes " +"a sub-emitter. You also won't be able to re-enable the property as long as " +"the particle system is used as a sub-emitter." +msgstr "" + +msgid "" +"Even though the parent particle system can be selected from the list of " +"available particle systems, a particle system which is its own sub-emitter " +"does not work in Godot. It will simply not spawn. The same is true for any " +"other kind of recursive or self-referential sub-emitter setup." +msgstr "" + +#, fuzzy +msgid "Emitter mode" +msgstr "Emitter" + +msgid "" +"When you assign a sub-emitter, you don't see it spawn right away. Emitting " +"is disabled by default and needs to be enabled first. Set the ``Mode`` " +"property in the ``Sub Emitter`` group of the :ref:`ParticleProcessMaterial " +"` to something other than " +"``Disabled``." +msgstr "" + +msgid "" +"The emitter mode also determines how many sub-emitter particles are spawned. " +"``Constant`` spawns a single particle at a frequency set by the " +"``Frequency`` property. For ``At End`` and ``At Collision`` you can set the " +"amount directly with the ``Amount At End`` and the ``Amount At Collision`` " +"properties." +msgstr "" + +msgid "Limitations" +msgstr "Einschränkungen" + +msgid "" +"One thing to keep in mind is that the total number of active particles from " +"the sub-emitter is always capped by the ``Amount`` property on the sub-" +"emitter particle system. If you find that there are not enough particles " +"spawned from the sub-emitter, you might have to increase the amount in the " +"particle system." +msgstr "" + +msgid "" +"Some emitter properties are ignored when a particle system is spawned as a " +"sub-emitter. The ``Explosiveness`` property, for example, has no effect. " +"Depending on the emitter mode, the particles are either spawned sequentially " +"at fixed intervals or explosively all at once." +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po new file mode 100644 index 0000000000..5831288335 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po @@ -0,0 +1,234 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "3D Particle trails" +msgstr "Partikeltransformation." + +#, fuzzy +msgid "Particle trails" +msgstr "Partikeltransformation." + +#, fuzzy +msgid "Particle trail params" +msgstr "Partikeltransformation." + +#, fuzzy +msgid "Setting up particle trails" +msgstr "Einrichten des Rigs" + +msgid "" +"Godot provides several types of trails you can add to a particle system. " +"Before you can work with trails, you need to set up a couple of parameters " +"first. Create a new particle system and assign a process material :ref:`as " +"described before `. In the ``Trails`` group " +"of the particle system, check the box next to ``Enabled`` and increase the " +"emission duration by setting ``Lifetime`` to something like ``0.8``. On the " +"process material, set ``Direction`` to ``(X=0,Y=1.0,Z=0)`` and ``Initial " +"Velocity`` to ``10.0`` for both ``Min`` and ``Max``." +msgstr "" + +msgid "" +"The only thing that's still missing is a mesh for the draw pass. The type of " +"mesh that you set here controls what kind of particle trail you will end up " +"with." +msgstr "" + +msgid "Ribbon trails" +msgstr "" + +#, fuzzy +msgid "Particle ribbon" +msgstr "Partikel-Nodes" + +#, fuzzy +msgid "Important ribbon mesh parameters" +msgstr "Zeichenparameter" + +msgid "" +"The simplest type of particle trail is the ribbon trail. Navigate to the " +"``Draw Passes`` section and select ``New RibbonTrailMesh`` from the options " +"for ``Pass 1``. A :ref:`RibbonTrailMesh ` is a simple " +"quad that is divided into sections and then stretched and repeated along " +"those sections." +msgstr "" + +msgid "" +"Assign a new :ref:`Standard Material ` to the " +"``Material`` property and enable ``Use Particle Trails`` in the " +"``Transform`` property group. The particles should now be emitting in trails." +msgstr "" + +msgid "" +"You have two options for the ribbon mesh ``Shape`` parameter. ``Cross`` " +"creates two perpendicular quads, making the particle trail a little more " +"three-dimensional. This really only makes sense if you don't draw the trails " +"in ``Particle Billboard`` mode and helps when looking at the particles from " +"different angles. The ``Flat`` option limits the mesh to a single quad and " +"works best with billboard particles." +msgstr "" + +msgid "" +"The ``Size`` parameter controls the trail's width. Use it to make trails " +"wider or more narrow." +msgstr "" + +msgid "" +"``Sections``, ``Section Length`` and ``Section Segments`` all work together " +"to control how smooth the particle trail looks. When a particle trail does " +"not travel in a straight line, the more sections it has the smoother it " +"looks as it bends and swirls. ``Section Length`` controls the length of each " +"section. Multiply this value by the number of sections to know the trail's " +"total length." +msgstr "" + +#, fuzzy +msgid "Particle ribbon sections" +msgstr "Partikel-Nodes" + +msgid "" +"3 sections, 1m section length (left) vs. 12 sections, 0.25m section length " +"(right). Notice how the total length of the trails stays the same." +msgstr "" + +msgid "" +"The ``Section Segments`` parameter further subdivides each section into " +"segments. It has no effect on the smoothness of the trail's sections, " +"though. Instead, it controls the smoothness of the particle trail's overall " +"shape. The ``Curve`` property defines this shape. Click the box next to " +"``Curve`` and assign or create a new curve. The trail will be shaped just " +"like the curve with the curve's value at ``0.0`` at the trail's head and the " +"curve's value at ``1.0`` at the trail's tail." +msgstr "" + +#, fuzzy +msgid "Particle ribbon curves" +msgstr "Partikel-Nodes" + +msgid "" +"Particle trails shaped by different curves. The trails move from left to " +"right." +msgstr "" + +msgid "" +"Depending on the complexity of the curve, the particle trail's shape will " +"not look very smooth when the number of sections is low. This is where the " +"``Section Segments`` property comes in. Increasing the amount of section " +"segments adds more vertices to the trail's sides so that it can follow the " +"curve more closely." +msgstr "" + +#, fuzzy +msgid "Particle ribbon segments" +msgstr "Partikel-Nodes" + +msgid "" +"Particle trail shape smoothness: 1 segment per section (top), 12 segments " +"per section (bottom)" +msgstr "" + +msgid "Tube trails" +msgstr "" + +msgid "" +"Tube trails share a lot of their properties with ribbon trails. The big " +"difference between them is that tube trails emit cylindrical meshes instead " +"of quads." +msgstr "" + +#, fuzzy +msgid "Particle tube trails" +msgstr "ParticlesMaterial" + +msgid "Tube trails emit cylindrical particles" +msgstr "" + +msgid "" +"To create a tube trail, navigate to the ``Draw Passes`` section and select " +"``New TubeTrailMesh`` from the options for ``Pass 1``. A :ref:`TubeTrailMesh " +"` is a cylinder that is divided into sections and then " +"stretched and repeated along those sections. Assign a new :ref:`Standard " +"Material ` to the ``Material`` property and enable " +"``Use Particle Trails`` in the ``Transform`` property group. The particles " +"should now be emitting in long, cylindrical trails." +msgstr "" + +#, fuzzy +msgid "Particle tube" +msgstr "Partikel-Nodes" + +msgid "Important tube mesh parameters" +msgstr "" + +msgid "" +"The ``Radius`` and ``Radial Steps`` properties are to tube trails what " +"``Size`` is to ribbon trails. ``Radius`` defines the radius of the tube and " +"increases or decreases its overall size. ``Radial Steps`` controls the " +"number of sides around the tube's circumference. A higher value increases " +"the resolution of the tube's cap." +msgstr "" + +msgid "" +"``Sections`` and ``Section Length`` work the same for tube trails and ribbon " +"trails. They control how smooth the tube trail looks when it is bending and " +"twisting instead of moving in a straight line. Increasing the number of " +"sections will make it look smoother. Change the ``Section Length`` property " +"to change the length of each section and with it the total length of the " +"trail. ``Section Rings`` is the tube equivalent of the ``Section Segments`` " +"property for ribbons. It subdivides the sections and adds more geometry to " +"the tube to better fit the custom shape defined in the ``Curve`` property." +msgstr "" + +msgid "" +"You can shape tube trails with curves, just as you can with ribbon trails. " +"Click the box next to the ``Curve`` property and assign or create a new " +"curve. The trail will be shaped like the curve with the curve's value at " +"``0.0`` at the trail's head and the curve's value at ``1.0`` at the trail's " +"tail." +msgstr "" + +#, fuzzy +msgid "Particle tubes" +msgstr "Partikel-Nodes" + +msgid "" +"Particle tube trails with a custom curve shape: 4 radial steps, 3 sections, " +"1 section ring (left), 12 radial steps, 9 sections, 3 section rings (right)" +msgstr "" + +msgid "" +"An important property you might want to set is ``Transform Align`` in the " +"particle system's ``Drawing`` group. If you leave it as is, the tubes will " +"not preserve volume; they flatten out as they move because their Y-axis " +"keeps pointing up even as they change direction. This can cause a lot of " +"rendering artifacts. Set the property to ``Y to Velocity`` instead and each " +"particle trail keeps its Y-axis aligned along the direction of its movement." +msgstr "" + +#, fuzzy +msgid "Particle tubes aligned" +msgstr "Partikel-Shader" + +msgid "" +"Particle tube trails without alignment (left) and with Y-axis aligned to " +"velocity (right)" +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po new file mode 100644 index 0000000000..8a21e2e1f7 --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po @@ -0,0 +1,189 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#, fuzzy +msgid "Particle turbulence" +msgstr "Partikel-Nodes" + +msgid "" +"Turbulence uses a noise texture to add variation and interesting patterns to " +"particle movement. It can be combined with :ref:`particle attractors " +"` and :ref:`collision " +"` nodes to create even more complex looking " +"behavior." +msgstr "" + +#, fuzzy +msgid "Turbulence properties" +msgstr "Area-Propertys" + +#, fuzzy +msgid "Particle turbulence properties" +msgstr "Bearbeitbare Eigenschaften." + +msgid "" +"There are two things you have to do before turbulence has any effect on a " +"particle system. First you must add movement to the particle system. " +"Turbulence modifies a particle's movement direction and speed, but it " +"doesn't create any. It is enough to give the particle system some gravity, " +"but you can just as well create a number of attractors if you want the " +"particles to follow a more complex movement path. Second, you need to :ref:" +"`enable turbulence in the particle process material " +"`. Once enabled, you have access " +"to all the turbulence properties." +msgstr "" + +msgid "" +"Turbulence makes use of 3D noise, which has a high performance cost on the " +"GPU. Only enable turbulence on a few particle systems on screen at most. " +"Using turbulence is not recommended when targeting mobile/web platforms." +msgstr "" + +#, fuzzy +msgid "Noise properties" +msgstr "Area-Propertys" + +msgid "" +"The basis for particle turbulence is a noise pattern. There are several " +"properties that allow you to manipulate different attributes of this pattern." +msgstr "" + +msgid "" +"The ``Noise Strength`` property controls the pattern's contrast, which " +"affects the overall turbulence sharpness. A lower value creates a softer " +"pattern where individual movement paths are not as sharply separated from " +"another. Set this to a higher number to make the pattern more distinct." +msgstr "" + +msgid "Turbulence noise strength" +msgstr "" + +msgid "" +"At a value of 1 (left), the noise strength produces softer turbulence " +"patterns than at 20 (right)" +msgstr "" + +msgid "" +"The ``Noise Scale`` property controls the pattern's frequency. It basically " +"changes the noise texture's UV scale where a smaller value produces finer " +"detail, but repeating patterns become noticeable faster. A larger value " +"results in a weaker turbulence pattern overall, but the particle system can " +"cover a larger area before repetition starts to become an issue." +msgstr "" + +msgid "Turbulence noise scale" +msgstr "" + +msgid "" +"Turbulence noise scale produces finer details at a value of 1.5 (left) than " +"at 6 (right)" +msgstr "" + +msgid "" +"The ``Noise Speed`` property takes a vector and controls the noise panning " +"speed and direction. This allows you to move the noise pattern over time, " +"which adds another layer of movement variation to the particle system." +msgstr "" + +msgid "" +"Don't mix up particle movement speed and noise panning speed! They are two " +"different things. Particle movement is determined by a number of properties, " +"including the turbulence noise. The ``Noise Speed`` property moves the " +"pattern itself, which in turn changes where the noise affects the particles." +msgstr "" + +msgid "" +"At a value of ``(X=0,Y=0,Z=0)``, the noise pattern doesn't move at all. The " +"influence on particle movement stays the same at any given point. Set the " +"speed to ``(X=1,Y=0,Z=0)`` instead, and the noise pattern moves along the X-" +"axis." +msgstr "" + +msgid "Turbulence noise speed" +msgstr "" + +msgid "" +"Different noise speed values. Left\\: (X=0,Y=0,Z=0), middle\\: (X=0.5,Y=0.5," +"Z=0.5), right\\: (X=0,Y=-2,Z=0)." +msgstr "" + +msgid "" +"The ``Noise Speed Random`` property adds some randomness to the noise " +"panning speed. This helps with breaking up visible patterns, especially at " +"higher panning speeds when repetition becomes noticeable faster." +msgstr "" + +#, fuzzy +msgid "Influence properties" +msgstr "FogVolume-Propertys" + +msgid "" +"The influence properties determine how much each particle is affected by " +"turbulence. Use ``Influence Min`` to set a minimum value and ``Influence " +"Max`` to set a maximum value. When a particle spawns, the influence is " +"randomly chosen from within this range. You can also set up a curve with the " +"``Influence Over Life`` property that modifies that value over each " +"particle's lifetime. These three properties together control the strength of " +"the turbulence's effect on the particle system :ref:`as described before " +"`." +msgstr "" + +msgid "" +"Since these properties affect the overall influence of the turbulence over a " +"particle system, both movement direction and speed change as you set " +"different values. A stronger influence causes a particle to move faster and " +"all particles to follow along narrower paths as a result of that." +msgstr "" + +#, fuzzy +msgid "Turbulence influence" +msgstr "Area-Einfluss" + +msgid "" +"Notice how the particle paths are more narrow and less spread out at high " +"influence values (right)" +msgstr "" + +#, fuzzy +msgid "Displacement properties" +msgstr "Signale und Propertys" + +msgid "" +"Displacement changes a particle's starting position. Use ``Initial " +"Displacement Min`` to set a lower limit and ``Initial Displacement Max`` to " +"set an upper limit. When a particle spawns, the amount of displacement is " +"randomly chosen from within this range and multiplied by a random direction." +msgstr "" + +msgid "" +"Displacement is very useful to break up regular shapes or to create complex " +"shapes from simpler ones. The only difference between the particle systems " +"in the screenshot below is the value given to the displacement properties." +msgstr "" + +msgid "Turbulence displacement" +msgstr "" + +msgid "" +"No displacement (left), displacement value of 5 (middle), displacement range " +"[-20, 20] (right)" +msgstr "" + +msgid "Translation status" +msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po index b23f9f9332..e12bee612e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,10 +18,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Physical light and camera units" -msgstr "Physikalische Licht- und Kameraeinheiten" +msgstr "Physikalische Licht- und Kamera-Einheiten" msgid "Why use physical light and camera units?" -msgstr "" +msgstr "Warum physikalische Licht- und Kamera-Einheiten verwenden?" msgid "" "Godot uses arbitrary units for many physical properties that apply to light " @@ -30,10 +30,16 @@ msgid "" "with a few tradeoffs that aren't worth it for many games. As Godot favors " "ease of use by default, physical light units are disabled by default." msgstr "" +"Godot verwendet willkürliche Einheiten für viele physikalische " +"Eigenschaften, die sich auf Licht beziehen, wie Farbe, Energie, Kamera-Field " +"of View und Belichtung. Standardmäßig werden für diese Eigenschaften " +"willkürliche Einheiten verwendet, da die Verwendung genauer physikalischer " +"Einheiten mit einigen Kompromissen verbunden ist, die sich für viele Spiele " +"nicht lohnen. Da Godot standardmäßig die Benutzerfreundlichkeit bevorzugt, " +"sind physikalische Licht-Einheiten standardmäßig deaktiviert." -#, fuzzy msgid "Advantages of physical units" -msgstr "Vorteile" +msgstr "Vorteile von physikalischen Einheiten" msgid "" "If you aim for photorealism in your project, using real world units as a " @@ -41,14 +47,21 @@ msgid "" "materials, lights and scene brightness are wildly available on websites such " "as `Physically Based `__." msgstr "" +"Wenn Sie in Ihrem Projekt Fotorealismus anstreben, kann die Verwendung von " +"Einheiten aus der realen Welt als Grundlage die Anpassung erleichtern. " +"Referenzen für reale Materialien, Lichter und Szenenhelligkeit sind auf " +"Websites wie `Physically Based `__ zu finden." msgid "" "Using real world units in Godot can also be useful when porting a scene from " "other 3D software that uses physical light units (such as Blender)." msgstr "" +"Die Verwendung von Einheiten aus der echten Welt in Godot kann auch nützlich " +"sein, wenn eine Szene aus einer anderen 3D-Software portiert wird, die " +"physikalische Licht-Einheiten verwendet (z. B. Blender)." msgid "Disadvantages of physical units" -msgstr "" +msgstr "Nachteile von physikalischen Einheiten" msgid "" "The biggest disadvantage of using physical light units is you will have to " @@ -56,6 +69,11 @@ msgid "" "into floating point precision errors when mixing very high light intensities " "with very low light intensities." msgstr "" +"Der größte Nachteil bei der Verwendung von physikalischen Licht-Einheiten " +"ist, dass Sie genau auf den jeweils verwendeten Dynamikbereich achten " +"müssen. Wenn Sie sehr hohe Lichtintensitäten mit sehr niedrigen " +"Lichtintensitäten mischen, kann es zu Fehlern bei der Float-Genauigkeit " +"kommen." msgid "" "In practice, this means that you will have to manually manage your exposure " @@ -64,6 +82,12 @@ msgid "" "bring it into a normal range, but it can't recover lost precision from a " "dynamic range that is too high." msgstr "" +"In der Praxis bedeutet dies, dass Sie Ihre Belichtungseinstellungen manuell " +"verwalten müssen, um sicherzustellen, dass Sie Ihre Szene nicht zu stark " +"über- oder unterbelichten. Die Belichtungsautomatik kann Ihnen helfen, das " +"Licht in einer Szene auszugleichen, um es in einen normalen Bereich zu " +"bringen, aber sie kann die verlorene Präzision eines zu hohen " +"Dynamikbereichs nicht wiederherstellen." msgid "" "Using physical light and camera units will not automatically make your " @@ -73,20 +97,32 @@ msgid "" "physical units can only be obtained if the units are correctly set to match " "real world reference." msgstr "" +"Die Verwendung physischer Licht- und Kameraeinheiten lässt Ihr Projekt nicht " +"automatisch *besser* aussehen. Manchmal kann eine Abkehr vom Realismus eine " +"Szene für das menschliche Auge sogar besser aussehen lassen. Außerdem " +"erfordert die Verwendung physikalischer Einheiten ein höheres Maß an Strenge " +"im Vergleich zu nicht-physikalischen Einheiten. Die meisten Vorteile " +"physikalischer Einheiten können nur dann genutzt werden, wenn die Einheiten " +"korrekt auf die reale Welt abgestimmt sind." msgid "Physical light units are only available in 3D rendering, not 2D." msgstr "" +"Physikalische Licht-Einheiten sind nur im 3D-Rendering verfügbar, nicht in " +"2D." -#, fuzzy msgid "Setting up physical light units" -msgstr "Beleuchtung aufsetzen" +msgstr "Einrichtung von physischen Licht-Einheiten" msgid "" "Physical light units can be enabled separately from physical camera units." msgstr "" +"Physikalische Licht-Einheiten können getrennt von physischen Kamera-" +"Einheiten aktiviert werden." msgid "To enable physical light units correctly, there are 4 steps required:" msgstr "" +"Um physikalische Licht-Einheiten korrekt zu aktivieren, sind 4 Schritte " +"erforderlich:" msgid "Enable the project setting." msgstr "Aktivieren Sie die Projekteinstellung." @@ -95,10 +131,10 @@ msgid "Configure the camera." msgstr "Konfigurieren Sie die Kamera." msgid "Configure the environment." -msgstr "Konfigurieren Sie die Umgebung." +msgstr "Konfigurieren Sie die Environment." msgid "Configure Light3D nodes." -msgstr "Konfiguriere die Light3D-Knoten (Node)." +msgstr "Konfigurieren Sie Light3D-Nodes." msgid "" "Since physical light and camera units only require a handful of calculations " @@ -108,20 +144,29 @@ msgid "" "impact. To alleviate this performance impact, depth of field quality can be " "decreased in the advanced Project Settings." msgstr "" +"Da physikalische Licht- und Kamera-Einheiten nur eine Handvoll Berechnungen " +"für die Umwandlung von Einheiten erfordern, hat ihre Aktivierung keine " +"nennenswerten Auswirkungen auf die Leistung der CPU. Auf der GPU-Seite " +"erzwingen die physikalischen Kamera-Einheiten jedoch derzeit die " +"Schärfentiefe. Dies hat eine mäßige Auswirkung auf die Leistung. Um diese " +"Auswirkungen auf die Leistung zu verringern, kann die Qualität der " +"Schärfentiefe in den erweiterten Projekteinstellungen verringert werden." -#, fuzzy msgid "Enable the project setting" -msgstr "Projekteinstellungen verwenden" +msgstr "Aktivieren Sie die Projekteinstellung" msgid "" "Open the Project Settings, enable the **Advanced** toggle then enable " "**Rendering > Lights And Shadows > Use Physical Light Units**. Restart the " "editor." msgstr "" +"Öffnen Sie die Projekteinstellungen, aktivieren Sie den Schalter " +"**Erweiterte Einstellungen** und aktivieren Sie dann **Rendern > Licht und " +"Schatten > Physikalische Lichteinheiten verwenden**. Starten Sie den Editor " +"neu." -#, fuzzy msgid "Configure the camera" -msgstr "Konfigurieren des Starts" +msgstr "Konfigurieren der Kamera" msgid "" "When physical light units are enabled and if you have a WorldEnvironment " @@ -130,6 +175,12 @@ msgid "" "WorldEnvironment node. Otherwise, the 3D editor viewport will appear " "extremely bright if you have a visible DirectionalLight3D node." msgstr "" +"Wenn physikalische Lichteinheiten aktiviert sind und wenn Sie einen " +"WorldEnvironment-Node in Ihrer Szene haben (d.h. die Editor-Environment ist " +"deaktiviert), **müssen** Sie eine :ref:`class_CameraAttributes`-Ressource " +"dem WorldEnvironment-Node zugewiesen haben. Andernfalls wird das 3D-" +"Editorfenster extrem hell erscheinen, wenn Sie einen sichtbaren " +"DirectionalLight3D-Node haben." msgid "" "On the Camera3D node, you can add a :ref:`class_CameraAttributes` resource " @@ -138,11 +189,19 @@ msgid "" "`class_CameraAttributesPhysical`, its focal length property is also used to " "adjust the camera's field of view." msgstr "" +"Im Camera3D-Node können Sie eine :ref:`class_CameraAttributes`-Ressource zu " +"seiner **Attribute** Property hinzufügen. Diese Ressource wird verwendet, um " +"die Schärfentiefe und die Belichtung der Kamera zu steuern. Bei Verwendung " +"der Ressource :ref:`class_CameraAttributesPhysical` wird auch die Property " +"Brennweite zur Einstellung des Field of View der Kamera verwendet." msgid "" "When physical light units are enabled, the following additional properties " "become available in CameraAttributesPhysical's **Exposure** section:" msgstr "" +"Wenn physikalische Licht-Einheiten aktiviert sind, werden die folgenden " +"zusätzlichen Propertys im Abschnitt **Belichtung** von " +"CameraAttributesPhysical verfügbar:" msgid "" "**Aperture:** The size of the aperture of the camera, measured in f-stops. " @@ -152,6 +211,13 @@ msgid "" "results in a wide aperture which lets in more light resulting in a brighter, " "less-focused image." msgstr "" +"**Blende:** Die Größe der Blendenöffnung der Kamera, gemessen in " +"Blendenstufen (F-Stops). Eine Blendenstufe ist ein einheitsloses Verhältnis " +"zwischen der Brennweite der Kamera und dem Durchmesser der Blende. Eine hohe " +"Blendeneinstellung führt zu einer kleineren Blendenöffnung, was zu einem " +"dunkleren Bild und einer schärferen Schärfe führt. Eine kleine Blende ergibt " +"eine große Blende, die mehr Licht durchlässt, was zu einem helleren, weniger " +"scharfen Bild führt." msgid "" "**Shutter Speed:** The time for shutter to open and close, measured in " @@ -160,6 +226,12 @@ msgid "" "darker image. *When getting or setting this property with a script, the unit " "is in seconds instead of inverse seconds.*" msgstr "" +"**Verschlusszeit:** Die Zeit für das Öffnen und Schließen des Verschlusses, " +"gemessen in *inversen Sekunden* (``1/N``). Ein niedrigerer Wert lässt mehr " +"Licht durch, was zu einem helleren Bild führt, während ein höherer Wert " +"weniger Licht durchlässt, was zu einem dunkleren Bild führt. *Wenn diese " +"Property mit einem Skript abgerufen oder gesetzt wird, ist die Einheit in " +"Sekunden statt in inversen Sekunden.*" msgid "" "**Sensitivity:** The sensitivity of camera sensors, measured in ISO. A " @@ -167,18 +239,30 @@ msgid "" "enabled, this can be used as a method of exposure compensation. Doubling the " "value will increase the exposure value (measured in EV100) by 1 stop." msgstr "" +"**Sensitivität:** Die Empfindlichkeit von Kamerasensoren, gemessen in ISO. " +"Eine höhere Sensitivität führt zu einem helleren Bild. Wenn die automatische " +"Belichtung aktiviert ist, kann dieser Wert als Belichtungskorrektur " +"verwendet werden. Eine Verdopplung des Wertes erhöht den Belichtungswert " +"(gemessen in EV100) um 1 Stufe." msgid "" "**Multiplier:** A *non-physical* exposure multiplier. Higher values will " "increase the scene's brightness. This can be used for post-processing " "adjustments or for animation purposes." msgstr "" +"**Multiplikator:** Ein *nichtphysikalischer* Belichtungsmultiplikator. " +"Höhere Werte erhöhen die Helligkeit der Szene. Dies kann für " +"Nachbearbeitungsanpassungen oder für Animationszwecke verwendet werden." msgid "" "The default **Aperture** value of 16 f-stops is appropriate for outdoors at " "daytime (i.e. for use with a default DirectionalLight3D). For indoor " "lighting, a value between 2 and 4 is more appropriate." msgstr "" +"Der Default-**Blendenwert** von 16 Blendenstufen ist für Außenaufnahmen bei " +"Tageslicht geeignet (d. h. für die Verwendung mit einem Default-" +"DirectionalLight3D). Für die Beleuchtung in Innenräumen ist ein Wert " +"zwischen 2 und 4 besser geeignet." msgid "" "Typical shutter speed used in photography and movie production is 1/50 (0.02 " @@ -186,18 +270,29 @@ msgid "" "seconds), while sports photography uses a shutter speed between 1/250 (0.004 " "seconds) and 1/1000 (0.001 seconds) to reduce motion blur." msgstr "" +"Die übliche Verschlusszeit in der Fotografie und Filmproduktion ist 1/50 " +"(0,02 Sekunden). Bei Nachtaufnahmen wird im Allgemeinen eine Verschlusszeit " +"von etwa 1/10 (0,1 Sekunden) verwendet, während bei Sportaufnahmen eine " +"Verschlusszeit zwischen 1/250 (0,004 Sekunden) und 1/1000 (0,001 Sekunden) " +"verwendet wird, um Bewegungsunschärfen zu reduzieren." msgid "" "In real life, sensitivity is usually set between 50 ISO and 400 ISO for " "daytime outdoor photography depending on weather conditions. Higher values " "are used for indoor or night-time photography." msgstr "" +"In der Realität wird die Sensitivität für Außenaufnahmen bei Tag je nach " +"Wetterbedingungen in der Regel zwischen 50 ISO und 400 ISO eingestellt. " +"Höhere Werte werden für Innenaufnahmen oder Nachtaufnahmen verwendet." msgid "" "Unlike real life cameras, the adverse effects of increasing ISO sensitivity " "or decreasing shutter speed (such as visible grain or light trails) are not " "simulated in Godot." msgstr "" +"Im Gegensatz zu realen Kameras werden die negativen Auswirkungen einer " +"Erhöhung der ISO-Empfindlichkeit oder einer Verkürzung der Verschlusszeit " +"(z. B. sichtbare Körnung oder Lichtspuren) in Godot nicht simuliert." msgid "" "See :ref:" @@ -205,10 +300,13 @@ msgid "" "description of CameraAttributesPhysical properties that are also available " "when **not** using physical light units." msgstr "" +"Siehe :ref:" +"`doc_physical_light_and_camera_units_setting_up_physical_camera_units` für " +"eine Beschreibung der CameraAttributesPhysical-Propertys, die auch verfügbar " +"sind, wenn **nicht** physikalische Lichteinheiten verwendet werden." -#, fuzzy msgid "Configure the environment" -msgstr "Umgebung konfigurieren" +msgstr "Konfigurieren der Environment" msgid "" "The default configuration is designed for daytime outdoor scenes. Night-time " @@ -216,6 +314,10 @@ msgid "" "WorldEnvironment background intensity to look correct. Otherwise, positional " "lights will be barely visible at their default intensity." msgstr "" +"Die Default-Konfiguration ist für Tagszenen im Freien ausgelegt. Bei Nacht- " +"und Innenraumszenen müssen die Intensität von DirectionalLight3D und " +"WorldEnvironment angepasst werden, damit sie korrekt aussehen. Andernfalls " +"sind die Positionslichter bei ihrer Default-Intensität kaum sichtbar." msgid "" "If you haven't added a :ref:`class_WorldEnvironment` and :ref:" @@ -223,11 +325,19 @@ msgid "" "vertical dots at the top of the 3D editor viewport. Click **Add Sun to " "Scene**, open the dialog again then click **Add Environment to Scene**." msgstr "" +"Wenn Sie der aktuellen Szene noch keinen :ref:`class_WorldEnvironment` und :" +"ref:`class_Camera3D`-Node hinzugefügt haben, tun Sie dies jetzt, indem Sie " +"auf die 3 vertikalen Punkte oben im 3D-Editor-Viewport klicken. Klicken Sie " +"auf **Sonne zur Szene hinzufügen**, öffnen Sie den Dialog erneut und klicken " +"Sie dann auf **Environment zur Szene hinzufügen**." msgid "" "After enabling physical light units, a new property becomes available to " "edit in the :ref:`class_Environment` resource:" msgstr "" +"Nach der Aktivierung von physikalischen Licht-Einheiten steht eine neue " +"Property zur Bearbeitung in der Ressource :ref:`class_Environment` zur " +"Verfügung:" msgid "" "**Background Intensity:** The background sky's intensity in `nits `__ (Candela " +"pro Quadratmeter). Dies wirkt sich auch auf das Umgebungs- und " +"Reflexionslicht aus, wenn deren jeweilige Modi auf **Hintergrund** " +"eingestellt sind. Wenn eine benutzerdefinierte **Hintergrund-Energie** " +"eingestellt ist, wird diese Energie mit der Intensität multipliziert." -#, fuzzy msgid "Configure the light nodes" -msgstr "Den Build anpassen" +msgstr "Konfigurieren der Licht-Nodes" msgid "" "After enabling physical light units, 2 new properties become available in " "Light3D nodes:" msgstr "" +"Nach der Aktivierung von physikalischen Lichteinheiten werden 2 neue " +"Propertys in Light3D-Nodes verfügbar:" msgid "" "**Intensity:** The light's intensity in `lux `__ (OmniLight3D/SpotLight3D). If a custom **Energy** is set, " "this energy is multiplied by the intensity." msgstr "" +"**Intensität:** Die Lichtintensität in `Lux `__ (DirectionalLight3D) oder `Lumen `__ (OmniLight3D/SpotLight3D). Wenn eine benutzerdefinierte " +"**Energie** eingestellt ist, wird diese Energie mit der Intensität " +"multipliziert." msgid "" "**Temperature:** The light's *color temperature* defined in Kelvin. If a " "custom **Color** is set, this color is multiplied by the color temperature." msgstr "" +"**Temperatur:** Die *Farbtemperatur* des Lichts wird in Kelvin angegeben. " +"Wenn eine benutzerdefinierte **Farbe** eingestellt ist, wird diese Farbe mit " +"der Farbtemperatur multipliziert." msgid "**OmniLight3D/SpotLight3D intensity**" -msgstr "" +msgstr "**OmniLight3D/SpotLight3D-Intensität**" msgid "" "Lumens are a measure of luminous flux, which is the total amount of visible " "light emitted by a light source per unit of time." msgstr "" +"Lumen sind ein Maß für den Lichtstrom, d. h. die Gesamtmenge an sichtbarem " +"Licht, die von einer Lichtquelle pro Zeiteinheit abgegeben wird." msgid "" "For SpotLight3Ds, we assume that the area outside the visible cone is " @@ -272,22 +399,31 @@ msgid "" "brightness of the cone area does *not* change as the cone increases and " "decreases in size." msgstr "" +"Bei SpotLight3Ds gehen wir davon aus, dass der Bereich außerhalb des " +"sichtbaren Kegels von einem perfekten lichtabsorbierenden Material umgeben " +"ist. Dementsprechend ändert sich die scheinbare Helligkeit des Kegelbereichs " +"*nicht*, wenn sich der Kegel vergrößert oder verkleinert." msgid "" "A typical household lightbulb can range from around 600 lumens to 1200 " "lumens. A candle is about 13 lumens, while a streetlight can be " "approximately 60000 lumens." msgstr "" +"Eine typische Haushaltsglühbirne kann zwischen 600 und 1200 Lumen haben. " +"Eine Kerze hat etwa 13 Lumen, während eine Straßenlaterne etwa 60000 Lumen " +"haben kann." -#, fuzzy msgid "**DirectionalLight3D intensity**" -msgstr "Gerichtetes Licht" +msgstr "**Intensität von DirectionalLight3D**" msgid "" "Lux is a measure pf luminous flux per unit area, it is equal to one lumen " "per square metre. Lux is the measure of how much light hits a surface at a " "given time." msgstr "" +"Lux ist ein Maß für den Lichtstrom pro Flächeneinheit, es entspricht einem " +"Lumen pro Quadratmeter. Lux ist das Maß dafür, wie viel Licht in einer " +"bestimmten Zeit auf eine Fläche trifft." msgid "" "With DirectionalLight3D, on a clear sunny day, a surface in direct sunlight " @@ -295,39 +431,52 @@ msgid "" "approximately 50 lux, while the moonlit ground may receive approximately 0.1 " "lux." msgstr "" +"Mit DirectionalLight3D kann eine Oberfläche im direkten Sonnenlicht an einem " +"klaren, sonnigen Tag etwa 100000 Lux empfangen. Ein typischer Raum in einem " +"Haus kann etwa 50 Lux empfangen, während der mondbeschienene Boden etwa 0,1 " +"Lux empfangen kann." -#, fuzzy msgid "**Color temperature**" -msgstr "**Operator**" +msgstr "**Farbtemperatur**" msgid "" "6500 Kelvin is white. Higher values result in colder (bluer) colors, while " "lower values result in warmer (more orange) colors." msgstr "" +"6500 Kelvin ist weiß. Höhere Werte führen zu kälteren (blaueren) Farben, " +"während niedrigere Werte zu wärmeren (mehr orangefarbenen) Farben führen." msgid "" "The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the " "sun is between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the " "sun ranges to around 1850 Kelvin." msgstr "" +"Die Sonne hat an einem bewölkten Tag etwa 6500 Kelvin. An einem klaren Tag " +"hat die Sonne zwischen 5500 und 6000 Kelvin. An einem klaren Tag bei " +"Sonnenaufgang oder Sonnenuntergang liegt die Sonne bei etwa 1850 Kelvin." msgid "" "Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)" msgstr "" +"Farbtemperaturtabelle von 1.000 Kelvin (links) bis 12.500 Kelvin (rechts)" msgid "" "Other Light3D properties such as **Energy** and **Color** remain editable " "for animation purposes, and when you occasionally need to create lights with " "non-realistic properties." msgstr "" +"Andere Light3D Properties wie **Energie** und **Farbe** bleiben für " +"Animationszwecke und für den Fall, dass Sie gelegentlich Lichter mit nicht-" +"realistischen Eigenschaften erstellen müssen, editierbar." -#, fuzzy msgid "Setting up physical camera units" -msgstr "Einrichten des Spielbereichs" +msgstr "Einrichten der physikalischen Kameraeinheiten" msgid "" "Physical camera units can be enabled separately from physical light units." msgstr "" +"Physikalische Kameraeinheiten können getrennt von physikalischen " +"Lichteinheiten aktiviert werden." msgid "" "After adding a :ref:`class_CameraAttributesPhysical` resource to the " @@ -336,17 +485,27 @@ msgid "" "governed by the CameraAttributesPhysical's properties, such as focal length " "and aperture." msgstr "" +"Nach dem Hinzufügen einer :ref:`class_CameraAttributesPhysical`-Ressource " +"zur **Camera Attributes**-Property eines Camera3D-Nodes werden einige " +"Propertys wie **FOV** nicht mehr editierbar sein. Stattdessen werden diese " +"Propertys nun von den Propertys der CameraAttributesPhysical bestimmt, wie z." +"B. Brennweite und Blende." msgid "" "CameraAttributesPhysical offers the following properties in its **Frustum** " "section:" msgstr "" +"CameraAttributesPhysical bietet in seinem Abschnitt **Frustum** die " +"folgenden Propertys:" msgid "" "**Focus Distance:** Distance from camera of object that will be in focus, " "measured in meters. Internally, this will be clamped to be at least 1 " "millimeter larger than the **Focal Length**." msgstr "" +"**Fokusdistanz:** Entfernung des Objekts von der Kamera, das fokussiert " +"werden soll, gemessen in Metern. Intern wird dieser Wert so festgelegt, dass " +"er mindestens 1 Millimeter größer ist als die **Brennweite**." msgid "" "**Focal Length:** Distance between camera lens and camera aperture, measured " @@ -357,6 +516,15 @@ msgid "" "objects will be in focus. This property overrides the Camera3D's **FOV** and " "**Keep Aspect** properties, making them read-only in the inspector." msgstr "" +"**Brennweite:** Abstand zwischen Kameraobjektiv und Kamerablende, gemessen " +"in Millimetern. Steuert das Sichtfeld und die Schärfentiefe. Eine größere " +"Brennweite führt zu einem kleineren Sichtfeld und einer geringeren " +"Schärfentiefe, was bedeutet, dass weniger Objekte scharf abgebildet werden. " +"Eine kleinere Brennweite führt zu einem größeren Sichtfeld und einer " +"größeren Schärfentiefe, was bedeutet, dass mehr Objekte scharf abgebildet " +"werden. Diese Property setzt die Camera3D-Eigenschaften **FOV** und " +"**Seitenverhältnis beibehalten** außer Kraft und macht sie im Inspektor " +"schreibgeschützt." msgid "" "**Near/Far:** The near and far clip distances in meters. These behave the " @@ -366,6 +534,12 @@ msgid "" "values allow the camera to see further away, also at the cost of potential " "precision (Z-fighting) issues in the distance." msgstr "" +"**Near/Far:** Die Nah- und Fern-Clipping-Distanz in Metern. Diese verhalten " +"sich genauso wie die gleichnamigen Camera3D-Propertys. Niedrigere **Near**-" +"Werte erlauben der Kamera, Objekte darzustellen, die sehr nah sind, auf " +"Kosten von möglichen Präzisionsproblemen (Z-fighting) in der Ferne. Höhere " +"**Far**-Werte ermöglichen es der Kamera, weiter entfernte Objekte zu sehen, " +"auch auf Kosten möglicher Präzisionsprobleme (Z-Kampf) in der Entfernung." msgid "" "The default focal length of 35 mm corresponds to a wide angle lens. It still " @@ -374,44 +548,63 @@ msgid "" "use cases such as filmmaking and photography favor using a narrower field of " "view for a more cinematic appearance." msgstr "" +"Die Default-Brennweite von 35 mm entspricht einem Weitwinkelobjektiv. " +"Dennoch ist das Sichtfeld im Vergleich zum Default-\"praktischen\" " +"vertikalen Sichtfeld von 75 Grad deutlich schmaler. Dies liegt daran, dass " +"bei anderen Anwendungsfällen als Spielen, z. B. beim Filmen und " +"Fotografieren, ein engeres Sichtfeld für ein filmischeres Aussehen bevorzugt " +"wird." msgid "Common focal length values used in filmmaking and photography are:" -msgstr "" +msgstr "Gängige Brennweitenwerte beim Film und in der Fotografie sind:" msgid "" "**Fisheye (ultrawide angle):** Below 15 mm. Nearly no depth of field visible." msgstr "" +"**Fisheye (Ultraweitwinkel):** Unter 15 mm. Nahezu keine Schärfentiefe " +"sichtbar." msgid "**Wide angle:** Between 15 mm and 50 mm. Reduced depth of field." -msgstr "" +msgstr "**Weitwinkel:** Zwischen 15 mm und 50 mm. Reduzierte Schärfentiefe." msgid "**Standard:** Between 50 mm and 100 mm. Standard depth of field." -msgstr "" +msgstr "**Standard:** Zwischen 50 mm und 100 mm. Standard-Schärfentiefe." msgid "**Telephoto:** Greater than 100 mm. Increased depth of field." -msgstr "" +msgstr "**Telefoto:** Größer als 100 mm. Erhöhte Schärfentiefe." msgid "" "Like when using the **Keep Height** aspect mode, the effective field of view " "depends on the viewport's aspect ratio, with wider aspect ratios " "automatically resulting in a wider *horizontal* field of view." msgstr "" +"Wie bei der Verwendung des Seitenverhältnis-Modus **Höhe beibehalten** hängt " +"das effektive Field of View vom Seitenverhältnis des Viewports ab, wobei " +"größere Seitenverhältnisse automatisch zu einem größeren *horizontalen* " +"Field of View führen." msgid "" "Automatic exposure adjustment based on the camera's average brightness level " "can also be enabled in the **Auto Exposure** section, with the following " "properties:" msgstr "" +"Die automatische Belichtungsanpassung auf der Grundlage der " +"durchschnittlichen Helligkeit der Kamera kann auch im Abschnitt " +"**Automatische Belichtung** mit den folgenden Propertys aktiviert werden:" msgid "" "**Min Sensitivity:** The darkest brightness the camera is allowed to get to, " "measured in EV100." msgstr "" +"**Min. Sensitivität:** Die niedrigste Helligkeit, die von der Kamera " +"erreicht werden kann, gemessen in EV100." msgid "" "**Max Sensitivity:** The brightest the camera is allowed to get to, measured " "in EV100." msgstr "" +"**Max. Sensitivität:** Die höchste Helligkeit, die von der Kamera erreichen " +"werden kann, gemessen in EV100." msgid "" "**Speed:** The speed of the auto exposure effect. Affects the time needed " @@ -419,11 +612,18 @@ msgid "" "transitions, but the resulting adjustments may look distracting depending on " "the scene." msgstr "" +"**Geschwindigkeit:** Die Geschwindigkeit des automatischen " +"Belichtungseffekts. Beeinflusst die Zeit der Kamera, um die automatische " +"Belichtung durchzuführen. Höhere Werte ermöglichen schnellere Übergänge, " +"aber die daraus resultierenden Anpassungen können je nach Szene störend " +"wirken." msgid "" "**Scale:** The scale of the auto exposure effect. Affects the intensity of " "auto exposure." msgstr "" +"**Skalierung:** Die Skalierung für den automatischen Belichtungseffekt. " +"Beeinflusst die Intensität der automatischen Belichtung." msgid "" "EV100 is an exposure value (EV) measured at an ISO sensitivity of 100. See " @@ -431,6 +631,10 @@ msgid "" "Exposure_value#Tabulated_exposure_values>`__ for common EV100 values found " "in real life." msgstr "" +"EV100 ist ein Belichtungswert (EV), der bei einer ISO-Empfindlichkeit von " +"100 gemessen wird. In `dieser Tabelle `__ finden Sie gängige EV100-Werte " +"aus der echten Welt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po index 6678781ad3..9c5967e830 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,20 +18,24 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Using the ArrayMesh" -msgstr "Nutzen des ArrayMesh" +msgstr "Nutzen des ArrayMeshs" msgid "" "This tutorial will present the basics of using an :ref:`ArrayMesh " "`." msgstr "" -"In dieser Anleitung werden die Grundlagen der Verwendung eines :ref:" -"`ArrayMesh ` erläutert." +"In diesem Tutorial werden die Grundlagen der Verwendung eines :ref:" +"`ArrayMeshs ` erläutert." msgid "" "To do so, we will use the function :ref:`add_surface_from_arrays() " "`, which takes up to five " "parameters. The first two are required, while the last three are optional." msgstr "" +"Zu diesem Zweck verwenden wir die Funktion :ref:`add_surface_from_arrays() " +"`, die bis zu fünf Parameter " +"benötigt. Die ersten beiden sind erforderlich, während die letzten drei " +"optional sind." msgid "" "The first parameter is the ``PrimitiveType``, an OpenGL concept that " @@ -39,6 +43,11 @@ msgid "" "i.e. whether they represent triangles, lines, points, etc. See :ref:`Mesh." "PrimitiveType ` for the options available." msgstr "" +"Der erste Parameter ist der ``PrimitiveType``, ein OpenGL-Konzept, das die " +"GPU anweist, wie das Primitiv auf der Grundlage der angegebenen Vertices " +"anzuordnen ist, d.h. ob sie Dreiecke, Linien, Punkte usw. darstellen. Siehe :" +"ref:`Mesh.PrimitiveType ` für die verfügbaren " +"Optionen." msgid "" "The second parameter, ``arrays``, is the actual Array that stores the mesh " @@ -47,28 +56,35 @@ msgid "" "PackedVector3Array, PackedInt32Array, etc.) for each type of information " "that will be used to build the surface." msgstr "" +"Der zweite Parameter, ``arrays``, ist das eigentliche Array, das die Mesh-" +"Informationen speichert. Das Array ist ein normales Godot-Array, das mit " +"leeren Klammern ``[]`` aufgebaut ist. Es speichert ein ``Packed**Array`` (z." +"B. PackedVector3Array, PackedInt32Array, etc.) für jede Art von Information, " +"die zum Aufbau der Oberfläche verwendet wird." msgid "" "Common elements of ``arrays`` are listed below, together with the position " "they must have within ``arrays``. See :ref:`Mesh.ArrayType " "` for a full list." msgstr "" +"Allgemeine Elemente von ``Arrays`` sind unten aufgelistet, zusammen mit der " +"Position, die sie innerhalb von ``Arrays`` haben müssen. Siehe :ref:`Mesh." +"ArrayType ` für eine vollständige Liste." msgid "Index" msgstr "Index" msgid "Mesh.ArrayType Enum" -msgstr "" +msgstr "Mesh.ArrayType-Enum" -#, fuzzy msgid "Array type" -msgstr "Array-Muster" +msgstr "Array-Typ" msgid "0" msgstr "0" msgid "``ARRAY_VERTEX``" -msgstr "" +msgstr "``ARRAY_VERTEX``" msgid "" ":ref:`PackedVector3Array ` or :ref:" @@ -81,7 +97,7 @@ msgid "1" msgstr "1" msgid "``ARRAY_NORMAL``" -msgstr "" +msgstr "``ARRAY_NORMAL``" msgid ":ref:`PackedVector3Array `" msgstr ":ref:`PackedVector3Array `" @@ -90,24 +106,24 @@ msgid "2" msgstr "2" msgid "``ARRAY_TANGENT``" -msgstr "" +msgstr "``ARRAY_TANGENT``" -#, fuzzy msgid "" ":ref:`PackedFloat32Array ` or :ref:" "`PackedFloat64Array ` of groups of 4 floats. The " "first 3 floats determine the tangent, and the last float the binormal " "direction as -1 or 1." msgstr "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray aus Gruppen von 4 Fließkommazahlen. " -"Die ersten 3 Fließkommazahlen bestimmen die Tangente und die letzte die " -"binormale Richtung als -1 oder 1." +":ref:`PackedFloat32Array ` oder :ref:" +"`PackedFloat64Array ` aus Gruppen von 4 Floats. " +"Die ersten 3 Floats bestimmen den Tangens und der letzte Float die binormale " +"Richtung als -1 oder 1." msgid "3" msgstr "3" msgid "``ARRAY_COLOR``" -msgstr "" +msgstr "``ARRAY_COLOR``" msgid ":ref:`PackedColorArray `" msgstr ":ref:`PackedColorArray `" @@ -116,7 +132,7 @@ msgid "4" msgstr "4" msgid "``ARRAY_TEX_UV``" -msgstr "" +msgstr "``ARRAY_TEX_UV``" msgid "" ":ref:`PackedVector2Array ` or :ref:" @@ -129,40 +145,40 @@ msgid "5" msgstr "5" msgid "``ARRAY_TEX_UV2``" -msgstr "" +msgstr "``ARRAY_TEX_UV2``" msgid "10" msgstr "10" msgid "``ARRAY_BONES``" -msgstr "" +msgstr "``ARRAY_BONES``" -#, fuzzy msgid "" ":ref:`PackedFloat32Array ` of groups of 4 floats " "or :ref:`PackedInt32Array ` of groups of 4 ints. " "Each group lists indexes of 4 bones that affects a given vertex." msgstr "" -"``ARRAY_BONES`` = 6 | PoolRealArray aus Gruppen mit 4 Fließkommazahlen oder " -"PoolIntArray aus Gruppen mit 4 Ganzzahlen. Jede Gruppe listet die Indizes " -"von 4 Bones auf, die einen bestimmten Vertex betreffen." +":ref:`PackedFloat32Array ` aus Gruppen von 4 " +"Floats oder :ref:`PackedInt32Array ` aus Gruppen von " +"4 Ints. Jede Gruppe listet die Indizes von 4 Knochen auf, die einen " +"bestimmten Vertex betreffen." msgid "11" msgstr "11" msgid "``ARRAY_WEIGHTS``" -msgstr "" +msgstr "``ARRAY_WEIGHTS``" -#, fuzzy msgid "" ":ref:`PackedFloat32Array ` or :ref:" "`PackedFloat64Array ` of groups of 4 floats. Each " "float lists the amount of weight the corresponding bone in ``ARRAY_BONES`` " "has on a given vertex." msgstr "" -"``ARRAY_TANGENT`` = 2 | PoolRealArray aus Gruppen von 4 Fließkommazahlen. " -"Die ersten 3 Fließkommazahlen bestimmen die Tangente und die letzte die " -"binormale Richtung als -1 oder 1." +":ref:`PackedFloat32Array ` oder :ref:" +"`PackedFloat64Array ` aus Gruppen von 4 Floats. " +"Jeder Float listet die Menge an Gewicht auf, die der entsprechende Knochen " +"in ``ARRAY_BONES`` auf einem bestimmten Vertex hat." msgid "12" msgstr "12" @@ -181,6 +197,13 @@ msgid "" "array, but that's beyond the scope of this tutorial. In fact, we won't use " "the index array at all." msgstr "" +"In den meisten Fällen, in denen wir ein Mesh erstellen, definieren wir es " +"durch seine Vertexpositionen. Normalerweise ist also das Vertex-Array (bei " +"Index 0) erforderlich, während das Index-Array (bei Index 12) optional ist " +"und nur verwendet wird, wenn es angegeben wird. Es ist auch möglich, ein " +"Mesh nur mit dem Index-Array und ohne Vertex-Array zu erstellen, aber das " +"würde den Rahmen dieses Tutorials sprengen. Tatsächlich werden wir das Index-" +"Array überhaupt nicht verwenden." msgid "" "All the other arrays carry information about the vertices. They are optional " @@ -190,16 +213,25 @@ msgid "" "g. ``ARRAY_TANGENT``) use four entries to describe a single vertex. These " "must be exactly four times larger than the vertex array." msgstr "" +"Alle anderen Arrays enthalten Informationen über die Vertices. Sie sind " +"optional und werden nur verwendet, wenn sie angegeben werden. Einige dieser " +"Arrays (z.B. ``ARRAY_COLOR``) verwenden einen Eintrag pro Vertex, um " +"zusätzliche Informationen über die Vertices zu liefern. Sie müssen die " +"gleiche Größe wie das Vertex-Array haben. Andere Arrays (z.B. " +"``ARRAY_TANGENT``) verwenden vier Einträge, um einen einzelnen Vertex zu " +"beschreiben. Diese müssen genau viermal so groß sein wie das Vertex-Array." msgid "" "For normal usage, the last three parameters in :ref:" "`add_surface_from_arrays() ` " "are typically left empty." msgstr "" +"Bei normaler Verwendung werden die letzten drei Parameter in :ref:" +"`add_surface_from_arrays() ` " +"üblicherweise leer gelassen." -#, fuzzy msgid "Setting up the ArrayMesh" -msgstr "Nutzen des ArrayMesh" +msgstr "Einrichten des ArrayMesh" msgid "" "In the editor, create a :ref:`MeshInstance3D ` and add " @@ -207,19 +239,27 @@ msgid "" "adding an ArrayMesh in the editor is not useful, but in this case it allows " "us to access the ArrayMesh from code without creating one." msgstr "" +"Erstellen Sie im Editor ein :ref:`MeshInstance3D ` und " +"fügen Sie ihm im Inspektor ein :ref:`ArrayMesh ` hinzu. " +"Normalerweise ist es nicht sinnvoll, ein ArrayMesh im Editor hinzuzufügen, " +"aber in diesem Fall erlaubt es uns, vom Code aus auf das ArrayMesh " +"zuzugreifen, ohne eines zu erstellen." -#, fuzzy msgid "Next, add a script to the MeshInstance3D." -msgstr "Fügen Sie als Nächstes der MeshInstance ein Skript hinzu." +msgstr "Fügen Sie als Nächstes der MeshInstance3D ein Skript hinzu." msgid "Under ``_ready()``, create a new Array." -msgstr "Unter ``_ready()`` erzeugen wir ein neues Array." +msgstr "Erstellen Sie unter ``_ready()`` ein neues Array." msgid "" "This will be the array that we keep our surface information in - it will " "hold all the arrays of data that the surface needs. Godot will expect it to " "be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." msgstr "" +"Dies wird das Array sein, in dem wir unsere Oberflächeninformationen " +"aufbewahren - es wird alle Arrays von Daten enthalten, die von der " +"Oberfläche benötigt wird. Godot erwartet, dass es die Größe ``Mesh." +"ARRAY_MAX`` hat, also passen Sie es entsprechend an." msgid "Next create the arrays for each data type you will use." msgstr "" @@ -231,26 +271,29 @@ msgid "" "mesh by adding each array to ``surface_array`` and then committing to the " "mesh." msgstr "" +"Sobald Sie Ihre Daten-Arrays mit Ihrer Geometrie gefüllt haben, können Sie " +"ein Mesh erstellen, indem Sie jedes Array zu ``surface_array`` hinzufügen " +"und dann dem Mesh zuweisen." msgid "" "In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any " "primitive type available from mesh." msgstr "" +"In diesem Beispiel haben wir ``Mesh.PRIMITIVE_TRIANGLES`` verwendet, aber " +"Sie können jeden primitiven Typ verwenden, der im Mesh verfügbar ist." -#, fuzzy msgid "Put together, the full code looks like:" -msgstr "Zusammenfassend sieht der vollständige Code so aus:" +msgstr "Zusammengenommen sieht der vollständige Code wie folgt aus:" -#, fuzzy msgid "" "The code that goes in the middle can be whatever you want. Below we will " "present some example code for generating a sphere." msgstr "" -"Der Code in der Mitte kann beliebig sein. Im Folgenden werden wir einen " -"Beispielcode präsentieren, der in die Mitte stehen könnte." +"Der Code in der Mitte kann beliebig sein. Im Folgenden wird ein Beispielcode " +"für die Erzeugung einer Kugel vorgestellt." msgid "Generating geometry" -msgstr "Generierte Geometrie" +msgstr "Generierung der Geometrie" msgid "" "Here is sample code for generating a sphere. Although the code is presented " @@ -260,6 +303,13 @@ msgid "" "are having trouble understanding it or want to learn more about procedural " "geometry in general, you can use any tutorial that you find online." msgstr "" +"Hier ist ein Beispielcode für die Erzeugung einer Kugel. Obwohl der Code in " +"GDScript präsentiert wird, gibt es nichts Godot-spezifisches an der " +"Herangehensweise zur Erzeugung. Diese Implementierung hat nichts Besonderes " +"mit ArrayMeshes zu tun, sondern ist nur ein allgemeiner Ansatz zur Erzeugung " +"einer Kugel. Wenn Sie Probleme mit dem Verständnis haben oder mehr über " +"prozedurale Geometrie im Allgemeinen erfahren möchten, können Sie jedes " +"beliebige Tutorial verwenden, das Sie online finden." msgid "Saving" msgstr "Speichern" @@ -269,6 +319,10 @@ msgid "" "save the ArrayMesh. This is useful when you want to generate a mesh and then " "use it later without having to re-generate it." msgstr "" +"Schließlich können wir die Klasse :ref:`ResourceSaver ` " +"verwenden, um das ArrayMesh zu speichern. Dies ist nützlich, wenn man ein " +"Mesh generieren und es später verwenden möchte, ohne es erneut generieren zu " +"müssen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po index 48d4866a2f..64847803d1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -26,17 +26,28 @@ msgid "" "approachable to use and efficient for meshes which need to be updated every " "frame." msgstr "" +"Das :ref:`ImmediateMesh ` ist ein praktisches Werkzeug " +"zur Erstellung dynamischer Geometrie unter Verwendung einer OpenGL 1.x-" +"ähnlichen API. Das macht es sowohl einfach zu benutzen als auch effizient " +"für Meshes, die in jedem Frame aktualisiert werden müssen." msgid "" "Generating complex geometry (several thousand vertices) with this tool is " "inefficient, even if it's done only once. Instead, it is designed to " "generate simple geometry that changes every frame." msgstr "" +"Die Erzeugung komplexer Geometrien (mehrere Tausend Vertices) mit diesem " +"Werkzeug ist ineffizient, selbst wenn sie nur einmal durchgeführt wird. " +"Stattdessen ist es darauf ausgelegt, einfache Geometrie zu erzeugen, die " +"sich bei jedem Bild ändert." msgid "" "First, you need to create a :ref:`MeshInstance3D ` and " "add an :ref:`ImmediateMesh ` to it in the Inspector." msgstr "" +"Zuerst müssen Sie eine :ref:`MeshInstance3D ` " +"erstellen und ihr im Inspektor ein :ref:`ImmediateMesh " +"` hinzufügen." msgid "" "Next, add a script to the MeshInstance3D. The code for the ImmediateMesh " @@ -46,6 +57,13 @@ msgid "" "just as efficient as any other kind of mesh as the generated mesh is cached " "and reused." msgstr "" +"Als nächstes fügen Sie ein Skript zu der MeshInstance3D hinzu. Der Code für " +"das ImmediateMesh sollte in der ``_process()`` Funktion stehen, wenn Sie " +"wollen, dass es bei jedem Frame aktualisiert wird, oder in der ``_ready()`` " +"Funktion, wenn Sie das Mesh einmal erzeugen und nicht aktualisieren wollen. " +"Wenn Sie eine Oberfläche nur einmal erzeugen, ist das ImmediateMesh genauso " +"effizient wie jede andere Art von Mesh, da das erzeugte Mesh " +"zwischengespeichert und wiederverwendet wird." msgid "" "To begin generating geometry you must call ``surface_begin()``. " @@ -54,6 +72,13 @@ msgid "" "the vertices given whether it is triangles, lines, points, etc. A complete " "list can be found under the :ref:`Mesh ` class reference page." msgstr "" +"Um mit der Erzeugung von Geometrie zu beginnen, müssen Sie " +"``surface_begin()`` aufrufen. ``surface_begin()`` nimmt einen " +"``PrimitiveType`` als Argument. Der ``PrimitiveType`` weist die GPU an, wie " +"sie das Primitive basierend auf den angegebenen Vertices anordnen soll, je " +"nachdem ob es sich um Dreiecke, Linien, Punkte, etc. handelt. Eine " +"vollständige Liste kann auf der :ref:`Mesh `-" +"Klassenreferenzseite gefunden werden." msgid "" "Once you have called ``surface_begin()`` you are ready to start adding " @@ -62,15 +87,22 @@ msgid "" "``surface_set_normal()``). Then you call ``surface_add_vertex()`` to add a " "vertex with those attributes. For example:" msgstr "" +"Sobald Sie ``surface_begin()`` aufgerufen haben, können Sie mit dem " +"Hinzufügen von Vertices beginnen. Sie fügen Vertices einen nach dem anderen " +"hinzu. Zuerst fügen Sie vertex-spezifische Attribute wie Normalen oder UVs " +"mit ``surface_set_****()`` hinzu (z.B. ``surface_set_normal()``). Dann rufen " +"Sie ``surface_add_vertex()`` auf, um einen Vertex mit diesen Attributen " +"hinzuzufügen. Zum Beispiel:" -#, fuzzy msgid "" "Only attributes added before the call to ``surface_add_vertex()`` will be " "included in that vertex. If you add an attribute twice before calling " "``surface_add_vertex()``, only the second call will be used." msgstr "" -"Nur Attribute, die vor dem Aufruf von ``add_vertex()`` hinzugefügt wurden, " -"werden in diesen Vertex aufgenommen." +"Nur Attribute, die vor dem Aufruf von ``surface_add_vertex()`` hinzugefügt " +"wurden, werden in diesen Vertex einbezogen. Wenn Sie ein Attribut zweimal " +"hinzufügen, bevor Sie ``surface_add_vertex()`` aufrufen, wird nur der zweite " +"Aufruf verwendet." msgid "" "Finally, once you have added all your vertices call ``surface_end()`` to " @@ -78,11 +110,16 @@ msgid "" "``surface_begin()`` and ``surface_end()`` multiple times to generate " "multiple surfaces for the mesh." msgstr "" +"Wenn Sie alle Vertices hinzugefügt haben, rufen Sie ``surface_end()`` auf, " +"um zu signalisieren, dass Sie die Erzeugung der Oberfläche beendet haben. " +"Sie können ``surface_begin()`` und ``surface_end()`` mehrfach aufrufen, um " +"mehrere Oberflächen für das Mesh zu erzeugen." -#, fuzzy msgid "" "The example code below draws a single triangle in the ``_ready()`` function." -msgstr "Der folgende Beispielcode zeichnet ein einzelnes Dreieck." +msgstr "" +"Der folgende Beispielcode zeichnet ein einzelnes Dreieck in der Funktion " +"``_ready()``." msgid "" "The ImmediateMesh can also be used across frames. Each time you call " @@ -90,10 +127,17 @@ msgid "" "the ImmediateMesh. If you want to recreate the mesh from scratch each frame, " "call ``surface_clear()`` before calling ``surface_begin()``." msgstr "" +"Das ImmediateMesh kann auch frameübergreifend verwendet werden. Jedes Mal, " +"wenn Sie ``surface_begin()`` und ``surface_end()`` aufrufen, fügen Sie eine " +"neue Oberfläche zum ImmediateMesh hinzu. Wenn Sie das Mesh bei jedem Frame " +"von Grund auf neu erstellen wollen, rufen Sie ``surface_clear()`` auf, bevor " +"Sie ``surface_begin()`` aufrufen." msgid "" "The above code will dynamically create and draw a single surface each frame." msgstr "" +"Der obige Code erstellt und zeichnet dynamisch eine einzelne Oberfläche pro " +"Frame." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po index e2fc06f5d8..ae86eba0e9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,22 +20,25 @@ msgstr "" msgid "Procedural geometry" msgstr "Prozedurale Geometrie" -#, fuzzy msgid "" "There are many ways to procedurally generate geometry in Godot. In this " "tutorial series, we will explore a few of them. Each technique has its own " "benefits and drawbacks, so it is best to understand each one and how it can " "be useful in a given situation." msgstr "" -"Es gibt viele Möglichkeiten, Geometrie in Godot prozedural zu generieren. In " -"dieser Anleitung werden wir einige davon untersuchen. Jede Technik hat ihre " -"eigenen Vor- und Nachteile. Daher ist es am besten jede zu verstehen und zu " -"wissen wie sie in einer bestimmten Situation nützlich sein kann." +"Es gibt viele Möglichkeiten, Geometrie in Godot prozedural zu erzeugen. In " +"dieser Tutorial-Artikelreihe werden wir einige von ihnen erkunden. Jede " +"Technik hat ihre eigenen Vor- und Nachteile, daher ist es am besten, jede " +"einzelne zu verstehen und zu wissen, wie sie in einer bestimmten Situation " +"nützlich sein kann." msgid "" "All the procedural geometry generation methods described here run on the " "CPU. Godot doesn't support generating geometry on the GPU yet." msgstr "" +"Alle hier beschriebenen Methoden der prozeduralen Geometrieerzeugung laufen " +"auf der CPU. Godot unterstützt die Erzeugung von Geometrie auf der GPU noch " +"nicht." msgid "What is geometry?" msgstr "Was ist Geometrie?" @@ -45,10 +48,10 @@ msgid "" "typically represented by an array of positions called \"vertices\". In " "Godot, geometry is represented by Meshes." msgstr "" -"Geometrie ist eine ausgefallene Art, Form zu sagen. In der Computergrafik " -"wird die Geometrie typischerweise durch ein Array von Positionen " -"dargestellt, die als \"Eckpunkte\" bezeichnet werden. In Godot wird die " -"Geometrie durch Meshes (Gitternetze) dargestellt." +"Geometrie ist eine schicke Umschreibung für Form. In der Computergrafik wird " +"die Geometrie in der Regel durch eine Liste von Positionen dargestellt, die " +"als \"Vertices\" bezeichnet werden. In Godot wird die Geometrie durch Meshes " +"dargestellt." msgid "What is a Mesh?" msgstr "Was ist ein Mesh?" @@ -61,6 +64,13 @@ msgid "" "`. While they are all related, they have slightly " "different uses." msgstr "" +"Viele Dinge in Godot haben mesh in ihrem Namen: das :ref:`Mesh " +"`, das :ref:`ArrayMesh `, das :ref:" +"`ImmediateMesh `, das :ref:`MeshInstance3D " +"`, das :ref:`MultiMesh `, und das :" +"ref:`MultiMeshInstance3D `. Obwohl sie alle " +"miteinander verwandt sind, haben sie leicht unterschiedliche " +"Verwendungszwecke." msgid "" "Meshes and ArrayMeshes are resources that are drawn using a MeshInstance3D " @@ -70,6 +80,13 @@ msgid "" "different parts of your scene with different materials or transformations " "(scale, rotation, position etc.)." msgstr "" +"Meshes und ArrayMeshes sind Ressourcen, die mit einem MeshInstance3D-Node " +"gezeichnet werden. Ressourcen wie Meshes und ArrayMeshes können nicht direkt " +"zur Szene hinzugefügt werden. Ein MeshInstance3D stellt eine Instanz eines " +"Meshes in Ihrer Szene dar. Sie können ein einzelnes Mesh in mehreren " +"MeshInstance3Ds wiederverwenden, um es in verschiedenen Teilen Ihrer Szene " +"mit unterschiedlichen Materialien oder Transformationen (Skalierung, " +"Drehung, Position usw.) zu zeichnen." msgid "" "If you are going to draw the same object many times, it can be helpful to " @@ -80,6 +97,15 @@ msgid "" "array to store different colors and transformations for each instance, but " "all the instances of each surface use the same material." msgstr "" +"Wenn Sie dasselbe Objekt viele Male zeichnen wollen, kann es hilfreich sein, " +"ein MultiMesh mit einem MultiMeshInstance3D zu verwenden. " +"MultiMeshInstance3Ds zeichnen Meshes tausende Male sehr kostengünstig, indem " +"sie die Vorteile der Hardware-Instanziierung nutzen. Der Nachteil bei der " +"Verwendung eines MultiMeshInstance3D ist, dass jede Oberfläche des Meshes " +"auf ein Material für alle Instanzen beschränkt ist. Es verwendet ein Instanz-" +"Array, um verschiedene Farben und Transformationen für jede Instanz zu " +"speichern, aber alle Instanzen jeder Oberfläche verwenden das gleiche " +"Material." msgid "What a Mesh is" msgstr "Was ein Mesh ist" @@ -92,6 +118,13 @@ msgid "" "user can construct a Mesh manually by passing in an array containing the " "surface information." msgstr "" +"Ein Mesh besteht aus einer oder mehreren Oberflächen. Eine Oberfläche ist " +"ein Array, das aus mehreren Unter-Arrays besteht, die Vertices, Normalen, " +"UVs usw. enthalten. Normalerweise wird der Prozess der Konstruktion von " +"Oberflächen und Meshes vor dem Benutzer im :ref:`RenderingServer " +"` verborgen, aber mit ArrayMeshes kann der Benutzer " +"ein Mesh manuell konstruieren, indem er ein Array mit den " +"Oberflächeninformationen übergibt." msgid "Surfaces" msgstr "Oberflächen" @@ -102,6 +135,10 @@ msgid "" "the :ref:`material_override " "` property." msgstr "" +"Jede Oberfläche hat ihr eigenes Material. Alternativ können Sie das Material " +"für alle Oberflächen im Mesh überschreiben, wenn Sie eine MeshInstance3D mit " +"der Property :ref:`material_override " +"` verwenden." msgid "Surface array" msgstr "Oberflächen-Array" @@ -113,6 +150,12 @@ msgid "" "a :ref:`PackedVector3Array ` of vertex normals. " "See :ref:`Mesh.ArrayType ` for more information." msgstr "" +"Das Oberflächen-Array ist ein Array der Länge ``ArrayMesh.ARRAY_MAX``. Jede " +"Position im Array wird mit einem Sub-Array gefüllt, das Informationen pro " +"Vertex enthält. Zum Beispiel ist das Array an ``ArrayMesh.ARRAY_NORMAL`` " +"ein :ref:`PackedVector3Array ` von Vertex-" +"Normalen. Siehe :ref:`Mesh.ArrayType ` für weitere " +"Informationen." msgid "" "The surface array can be indexed or non-indexed. Creating a non-indexed " @@ -126,6 +169,18 @@ msgid "" "vertex data between triangles, which is not always desired (e.g. when you " "want per-face normals)." msgstr "" +"Das Oberflächen-Array kann indiziert oder nicht-indiziert sein. Die " +"Erstellung eines nicht-indizierten Arrays erfolgt einfach durch die " +"Nichtzuweisung eines Arrays mit dem Index ``ArrayMesh.ARRAY_INDEX``. Ein " +"nicht-indiziertes Array speichert eindeutige Vertexinformationen für jedes " +"Dreieck, was bedeutet, dass, wenn zwei Dreiecke einen Vertex teilen, der " +"Vertex im Array dupliziert wird. Ein indiziertes Oberflächenarray speichert " +"nur Vertexinformationen für jeden einzelnen Vertex und speichert dann auch " +"ein Array mit Indizes, die zeigen, wie die Dreiecke aus dem Vertexarray zu " +"konstruieren sind. Im Allgemeinen ist die Verwendung eines indizierten " +"Arrays schneller, aber es bedeutet, dass Sie die Vertexdaten zwischen den " +"Dreiecken teilen müssen, was nicht immer erwünscht ist (z. B. wenn Sie " +"Normalen pro Fläche wünschen)." msgid "Tools" msgstr "Tools" @@ -134,26 +189,28 @@ msgid "" "Godot provides different ways of accessing and working with geometry. More " "information on each will be provided in the following tutorials." msgstr "" +"Godot bietet verschiedene Möglichkeiten für den Zugriff auf und die Arbeit " +"mit Geometrie. Weitere Informationen zu den einzelnen Möglichkeiten werden " +"in den folgenden Tutorials gegeben." msgid "ArrayMesh" msgstr "ArrayMesh" -#, fuzzy msgid "" "The ArrayMesh resource extends Mesh to add a few different quality of life " "functions and, most importantly, the ability to construct a Mesh surface " "through scripting." msgstr "" -"Die ArrayMesh-Ressource erweitert Mesh um einige verschiedene Funktionen zur " -"Verbesserung der Lebensqualität und vor allem um die Möglichkeit, eine Mesh-" -"Oberfläche durch Skripterstellung zu erstellen." +"Die ArrayMesh-Ressource erweitert Mesh um einige Funktionen zur Verbesserung " +"der Benutzerfreundlichkeit und vor allem um die Möglichkeit, eine Mesh-" +"Oberfläche per Skripting zu erstellen." msgid "" "For more information about the ArrayMesh, please see the :ref:`ArrayMesh " "tutorial `." msgstr "" -"Für mehr Informationen zum ArrayMesh siehe :ref:`ArrayMesh tutorial " -"`." +"Weitere Informationen zum MeshDataTool finden Sie im :ref:`ArrayMesh-" +"Tutorial `." msgid "MeshDataTool" msgstr "MeshDataTool" @@ -162,43 +219,49 @@ msgid "" "The MeshDataTool is a resource that converts Mesh data into arrays of " "vertices, faces, and edges that can be modified at runtime." msgstr "" -"Das MeshDataTool ist eine Ressource, die Mesh-Daten in Arrays von " -"Scheitelpunkten, Flächen und Kanten konvertiert, die zur Laufzeit geändert " -"werden können." +"Das MeshDataTool ist eine Ressource, die Mesh-Daten in Arrays von Vertices, " +"Flächen und Kanten konvertiert, die zur Laufzeit geändert werden können." msgid "" "For more information about the MeshDataTool, please see the :ref:" "`MeshDataTool tutorial `." msgstr "" -"Weitere Informationen zum MeshDataTool finden Sie in der :ref:`MeshDataTool-" -"Anleitung`." +"Weitere Informationen zum MeshDataTool finden Sie im :ref:`MeshDataTool-" +"Tutorial `." msgid "SurfaceTool" -msgstr "Oberflächen-Tool" +msgstr "SurfaceTool" msgid "" "The SurfaceTool allows the creation of Meshes using an OpenGL 1.x immediate " "mode style interface." msgstr "" +"Das SurfaceTool ermöglicht die Erstellung von Meshes über eine Schnittstelle " +"im Stil des OpenGL 1.x Immediate Mode." msgid "" "For more information about the SurfaceTool, please see the :ref:`SurfaceTool " "tutorial `." msgstr "" -"Weitere Informationen zum SurfaceTool finden Sie in der :ref:`SurfaceTool-" -"Anleitung `." +"Weitere Informationen zum SurfaceToolfinden Sie im :ref:`SurfaceTool-" +"Tutorial `." + +msgid "ImmediateMesh" +msgstr "ImmediateMesh" #, fuzzy -msgid "ImmediateMesh" -msgstr "GenerierteGeometrie" - msgid "" "ImmediateMesh is a mesh that uses an immediate mode style interface (like " "SurfaceTool) to draw objects. The difference between ImmediateMesh and the " "SurfaceTool is that ImmediateMesh is drawn directly with code dynamically, " -"while the SurfaceTool is used to generated a Mesh that you can do whatever " +"while the SurfaceTool is used to generate a Mesh that you can do whatever " "you want with." msgstr "" +"ImmediateMesh ist ein Mesh, das eine Schnittstelle im Immediate Mode (wie " +"SurfaceTool) verwendet, um Objekte zu zeichnen. Der Unterschied zwischen " +"ImmediateMesh und dem SurfaceTool ist, dass ImmediateMesh direkt mit Code " +"dynamisch gezeichnet wird, während das SurfaceTool verwendet wird, um ein " +"Mesh zu generieren, mit dem Sie tun können, was Sie wollen." msgid "" "ImmediateMesh is useful for prototyping because of its straightforward API, " @@ -206,39 +269,46 @@ msgid "" "It is most useful for adding simple geometry for visual debugging (e.g. by " "drawing lines to visualize physics raycasts etc.)." msgstr "" +"ImmediateMesh ist wegen seiner unkomplizierten API nützlich für das " +"Prototyping, aber es ist langsam, weil die Geometrie bei jeder Änderung neu " +"aufgebaut wird. Am nützlichsten ist es für das Hinzufügen einfacher " +"Geometrie zur visuellen Fehlersuche (z. B. durch das Zeichnen von Linien zur " +"Visualisierung von physikalischen Raycasts usw.)." -#, fuzzy msgid "" "For more information about ImmediateMesh, please see the :ref:`ImmediateMesh " "tutorial `." msgstr "" -"Für weitere Informationen zu ImmediateGeometry siehe :ref:`ImmediateGeometry " -"tutorial `." +"Weitere Informationen zu ImmediateGeometry finden Sie im :ref:" +"`ImmediateGeometry-Tutorial `." msgid "Which one should I use?" -msgstr "Welche sollte man nutzen?" +msgstr "Welche sollte ich verwenden?" -#, fuzzy msgid "" "Which approach you use depends on what you are trying to do and what kind of " "procedure you are comfortable with." msgstr "" -"Welche Methode Sie verwenden hängt davon ab, was Sie versuchen und mit " -"welcher Art von Verfahren Sie vertraut sind." +"Welchen Ansatz Sie wählen, hängt davon ab, was Sie erreichen wollen und mit " +"welcher Art von Verfahren Sie zufrieden sind." msgid "" "Both SurfaceTool and ArrayMesh are excellent for generating static geometry " "(meshes) that don't change over time." msgstr "" -"Sowohl SurfaceTool als auch ArrayMesh eignen sich hervorragend zum " -"Generieren statischer Geometrie (Meshes), die sich im Laufe der Zeit nicht " -"ändern." +"Sowohl SurfaceTool als auch ArrayMesh eignen sich hervorragend für die " +"Erzeugung statischer Geometrien (Meshes), die sich im Laufe der Zeit nicht " +"verändern." msgid "" "Using an ArrayMesh is slightly faster than using a SurfaceTool, but the API " "is a little more challenging. Additionally, SurfaceTool has a few quality of " "life methods such as ``generate_normals()`` and ``index()``." msgstr "" +"Die Verwendung eines ArrayMesh ist etwas schneller als die eines " +"SurfaceTools, aber die API ist etwas anspruchsvoller. Außerdem hat " +"SurfaceTool ein paar benutzerfreundliche Methoden wie ``generate_normals()`` " +"und ``index()``." msgid "" "ImmediateMesh is more limited than both ArrayMesh and SurfaceTool. However, " @@ -246,6 +316,10 @@ msgid "" "easier interface that can be slightly faster than generating an ArrayMesh " "every frame." msgstr "" +"ImmediateMesh ist stärker eingeschränkt als ArrayMesh und SurfaceTool. Wenn " +"sich die Geometrie jedoch ohnehin bei jedem Frame ändern muss, bietet es " +"eine viel einfachere Schnittstelle, die etwas schneller sein kann als die " +"Erzeugung eines ArrayMesh bei jedem Frame." msgid "" "The MeshDataTool is not fast, but it gives you access to all kinds of " @@ -255,6 +329,13 @@ msgid "" "not needed. The MeshDataTool is best used if you are going to be using an " "algorithm that requires access to the face or edge array." msgstr "" +"Das MeshDataTool ist nicht schnell, aber es gibt Ihnen Zugriff auf alle " +"möglichen Propertys des Meshes, die Sie mit den anderen nicht erhalten " +"(Kanten, Flächen usw.). Es ist unglaublich nützlich, wenn man diese Art von " +"Daten benötigt, um das Mesh zu transformieren, aber es ist keine gute Idee, " +"es zu verwenden, wenn diese zusätzlichen Informationen nicht benötigt " +"werden. Das MeshDataTool ist am besten geeignet, wenn Sie einen Algorithmus " +"verwenden, der Zugriff auf das Flächen- oder Kanten-Array benötigt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po index 2df13474a9..a809a0774b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,6 +25,10 @@ msgid "" "geometry. But it is helpful for dynamically altering geometry, for example " "if you want to write a script to tessellate, simplify, or deform meshes." msgstr "" +"Das :ref:`MeshDataTool ` wird nicht zur Erzeugung von " +"Geometrie verwendet. Es ist aber hilfreich, um Geometrie dynamisch zu " +"verändern, zum Beispiel wenn Sie ein Skript schreiben wollen, um Meshes zu " +"tesselieren, zu vereinfachen oder zu verformen." msgid "" "The MeshDataTool is not as fast as altering arrays directly using ArrayMesh. " @@ -34,6 +38,13 @@ msgid "" "for certain mesh algorithms. If you do not need this extra information then " "it may be better to use an ArrayMesh." msgstr "" +"Das MeshDataTool ist nicht so schnell wie das direkte Ändern von Arrays mit " +"ArrayMesh. Allerdings bietet es mehr Informationen und Werkzeuge für die " +"Arbeit mit Meshes als das ArrayMesh. Wenn das MeshDataTool verwendet wird, " +"berechnet es Mesh-Daten, die in ArrayMeshes nicht verfügbar sind, wie z.B. " +"Flächen und Kanten, die für bestimmte Mesh-Algorithmen notwendig sind. Wenn " +"Sie diese zusätzlichen Informationen nicht benötigen, ist es vielleicht " +"besser, ein ArrayMesh zu verwenden." msgid "" "MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh." @@ -49,35 +60,55 @@ msgid "" "Alternatively, you can call ``clear()`` yourself before re-using the " "MeshDataTool." msgstr "" +"Wir initialisieren das MeshDataTool aus einem ArrayMesh durch den Aufruf von " +"``create_from_surface()``. Wenn bereits Daten im MeshDataTool initialisiert " +"sind, wird der Aufruf von ``create_from_surface()`` diese für Sie löschen. " +"Alternativ können Sie auch ``clear()`` selbst aufrufen, bevor Sie das " +"MeshDataTool erneut verwenden." msgid "" "In the examples below, assume an ArrayMesh called ``mesh`` has already been " "created. See :ref:`ArrayMesh tutorial ` for an example of " "mesh generation." msgstr "" +"In den folgenden Beispielen wird davon ausgegangen, dass ein ArrayMesh " +"namens ``mesh`` bereits erstellt wurde. Siehe :ref:`ArrayMesh tutorial " +"` für ein Beispiel der Meshgenerierung." msgid "" "``create_from_surface()`` uses the vertex arrays from the ArrayMesh to " "calculate two additional arrays, one for edges and one for faces, for a " "total of three arrays." msgstr "" +"``create_from_surface()`` verwendet die Vertex-Arrays aus dem ArrayMesh, um " +"zwei zusätzliche Arrays zu berechnen, eines für Kanten und eines für " +"Flächen, also insgesamt drei Arrays." msgid "" "An edge is a connection between any two vertices. Each edge in the edge " "array contains a reference to the two vertices it is composed of, and up to " "two faces that it is contained within." msgstr "" +"Eine Kante ist eine Verbindung zwischen zwei beliebigen Vertices. Jede Kante " +"im Kanten-Array enthält einen Verweis auf die beiden Vertices, aus denen sie " +"besteht, und bis zu zwei Flächen, in denen sie enthalten ist." msgid "" "A face is a triangle made up of three vertices and three corresponding " "edges. Each face in the face array contains a reference to the three " "vertices and three edges it is composed of." msgstr "" +"Eine Fläche ist ein Dreieck, das aus drei Vertices und drei entsprechenden " +"Kanten besteht. Jede Fläche im Flächenarray enthält einen Verweis auf die " +"drei Vertices und drei Kanten, aus denen sie besteht." msgid "" "The vertex array contains edge, face, normal, color, tangent, uv, uv2, bone, " "and weight information connected with each vertex." msgstr "" +"Das Vertex-Array enthält Kanten-, Flächen-, Normal-, Farb-, Tangenten-, Uv-, " +"Uv2-, Knochen- und Gewichtsinformationen, die mit jedem Vertex verbunden " +"sind." msgid "" "To access information from these arrays you use a function of the form " @@ -90,6 +121,9 @@ msgid "" "What you choose to do with these functions is up to you. A common use case " "is to iterate over all vertices and transform them in some way:" msgstr "" +"Was Sie mit diesen Funktionen machen wollen, bleibt Ihnen überlassen. Ein " +"gängiger Anwendungsfall ist die Iteration über alle Vertices und deren " +"Umwandlung in irgendeiner Weise:" msgid "" "These modifications are not done in place on the ArrayMesh. If you are " @@ -97,6 +131,10 @@ msgid "" "surface before adding a new one using :ref:`commit_to_surface() " "`:" msgstr "" +"Diese Änderungen werden nicht In-Place auf dem ArrayMesh durchgeführt. Wenn " +"Sie ein bestehendes ArrayMesh dynamisch aktualisieren, löschen Sie zuerst " +"die bestehende Oberfläche, bevor Sie eine neue mit :ref:`commit_to_surface() " +"` hinzufügen:" msgid "" "Below is a complete example that turns a spherical mesh called ``mesh`` into " @@ -104,6 +142,10 @@ msgid "" "See :ref:`ArrayMesh tutorial ` for how to generate the base " "mesh." msgstr "" +"Unten ist ein komplettes Beispiel, das ein kugelförmiges Mesh namens " +"``Mesh`` in einen zufällig deformierten Blob mit aktualisierten Normalen und " +"Vertex-Farben verwandelt. Siehe :ref:`ArrayMesh-Tutorial ` " +"für die Erzeugung des Basismeshs." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po index 613f6a88b8..4f54026231 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Using the SurfaceTool" -msgstr "Nutzen des Oberflächen-Werkzeugs" +msgstr "Nutzen des SurfaceTools" msgid "" "The :ref:`SurfaceTool ` provides a useful interface for " @@ -26,6 +26,11 @@ msgid "" "` node. You set each per-vertex attribute (e.g. normal, " "uv, color) and then when you add a vertex it captures the attributes." msgstr "" +"Das :ref:`SurfaceTool ` bietet eine nützliche " +"Schnittstelle für die Konstruktion von Geometrie. Die Schnittstelle ist " +"ähnlich wie der :ref:`ImmediateMesh `-Node. Man setzt " +"jedes Attribut pro Vertex (z.B. normal, uv, Farbe) und wenn man dann einen " +"Vertex hinzufügt, werden die Attribute erfasst." msgid "" "The SurfaceTool also provides some useful helper functions like ``index()`` " @@ -44,6 +49,12 @@ msgid "" "a new surface to the end of the ArrayMesh. While if nothing is passed in, " "``commit()`` returns an ArrayMesh." msgstr "" +"Wenn die Erzeugung der Geometrie mit dem :ref:`SurfaceTool " +"` abgeschlossen ist, rufen Sie ``commit()`` auf, um die " +"Erzeugung des Meshs zu beenden. Wenn ein :ref:`ArrayMesh ` " +"an ``commit()`` übergeben wird, dann wird eine neue Oberfläche an das Ende " +"des ArrayMeshs angehängt. Wenn nichts übergeben wird, gibt ``commit()`` ein " +"ArrayMesh zurück." msgid "Code creates a triangle with indices" msgstr "Code erstellt ein Dreieck mit Indizes" @@ -53,12 +64,20 @@ msgid "" "adding vertices to the index array or by calling ``index()`` which shrinks " "the vertex array to remove duplicate vertices." msgstr "" +"Sie können optional ein Index-Array hinzufügen, entweder durch den Aufruf " +"von ``add_index()`` und Hinzufügen von Vertices zum Index-Array oder durch " +"den Aufruf von ``index()``, der das Vertex-Array verkleinert, um doppelte " +"Vertices zu entfernen." msgid "" "Similarly, if you have an index array, but you want each vertex to be unique " "(e.g. because you want to use unique normals or colors per face instead of " "per-vertex), you can call ``deindex()``." msgstr "" +"Ähnlich verhält es sich, wenn Sie ein Index-Array haben, aber wollen, dass " +"jeder Vertex eindeutig ist (z.B. weil Sie eindeutige Normalen oder Farben " +"pro Fläche statt pro Vertex verwenden wollen), können Sie ``deindex()`` " +"aufrufen." msgid "" "If you don't add custom normals yourself, you can add them using " @@ -68,6 +87,13 @@ msgid "" "side note, ``generate_normals()`` only works if the primitive type is set to " "``Mesh.PRIMITIVE_TRIANGLES``." msgstr "" +"Wenn Sie keine eigenen Normalen hinzufügen, können Sie sie mit " +"``generate_normals()`` hinzufügen, was nach der Erzeugung der Geometrie und " +"vor der Übergabe des Meshs mit ``commit()`` oder ``commit_to_arrays()`` " +"aufgerufen werden sollte. Der Aufruf von ``generate_normals(true)`` wird die " +"resultierenden Normalen umkehren. Nebenbei bemerkt, ``generate_normals()`` " +"funktioniert nur, wenn der primitive Typ auf ``Mesh.PRIMITIVE_TRIANGLES`` " +"gesetzt ist." msgid "" "You may notice that normal mapping or other material properties look broken " @@ -77,6 +103,13 @@ msgid "" "``generate_tangents()``. This method requires that each vertex have UVs and " "normals set already." msgstr "" +"Möglicherweise werden Sie feststellen, dass das Normal Mapping oder andere " +"Material-Propertys auf dem generierten Mesh nicht korrekt aussehen. Das " +"liegt daran, dass die Normalenabbildung **erfordert**, dass das Mesh " +"*Tangenten* aufweist, die von den *Normalen* getrennt sind. Sie können " +"entweder manuell eigene Tangenten hinzufügen oder sie automatisch mit " +"``generate_tangents()`` erzeugen. Diese Methode setzt voraus, dass jeder " +"Vertex bereits UVs und Normalen gesetzt hat." msgid "" "By default, when generating normals, they will be calculated on a per-face " @@ -85,6 +118,12 @@ msgid "" "building the geometry, e.g. before the call to ``add_vertex()`` (if non-" "indexed) or ``add_index()`` (if indexed)." msgstr "" +"Standardmäßig werden bei der Erzeugung von Normalen diese pro Fläche " +"berechnet. Wenn Sie glatte Vertexnormalen wollen, rufen Sie " +"``add_smooth_group()`` auf, wenn Sie Vertices hinzufügen. " +"``add_smooth_group()`` muss während der Erstellung der Geometrie aufgerufen " +"werden, z.B. vor dem Aufruf von ``add_vertex()`` (wenn nicht indiziert) oder " +"``add_index()`` (wenn indiziert)." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po index ca3476f4ea..4742d872aa 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,17 +17,19 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Resolution scaling" -msgstr "iResolution" +msgstr "Auflösungsskalierung" msgid "Why use resolution scaling?" -msgstr "" +msgstr "Warum Auflösungsskalierung verwenden?" msgid "" "With the ever-increasing rendering complexity of modern games, rendering at " "native resolution isn't always viable anymore, especially on lower-end GPUs." msgstr "" +"Mit der ständig zunehmenden Komplexität moderner Spiele ist das Rendern in " +"nativer Auflösung nicht mehr immer praktikabel, vor allem nicht auf " +"leistungsschwächeren GPUs." msgid "" "Resolution scaling is one of the most direct ways to influence the GPU " @@ -36,6 +38,12 @@ msgid "" "significantly. Resolution scaling is particularly important on mobile GPUs " "where performance and power budgets are limited." msgstr "" +"Die Auflösungsskalierung ist eine der direktesten Möglichkeiten, die GPU-" +"Anforderungen einer Szene zu beeinflussen. In Szenen, in denen die GPU (und " +"nicht die CPU) einen Bottleneck darstellt, kann eine Verringerung der " +"Skalierung der Auflösung die Performance erheblich verbessern. " +"Auflösungsskalierung ist besonders wichtig für mobile Grafikprozessoren, bei " +"denen Performance und Energiebudget begrenzt sind." msgid "" "While resolution scaling is an important tool to have, remember that " @@ -43,38 +51,46 @@ msgid "" "graphics settings on lower-end hardware. Consider exposing both resolution " "scale and graphics settings in your in-game menus." msgstr "" +"Auflösungsskalierung ist zwar ein wichtiges Hilfsmittel, aber denken Sie " +"daran, dass Auflösungsskalierung nicht als Ersatz für die Senkung der " +"Grafikeinstellungen auf leistungsschwächerer Hardware gedacht ist. Ziehen " +"Sie in Erwägung, sowohl Auflösungsskalierung als auch die " +"Grafikeinstellungen in den Menüs Ihres Spiels anzubieten." -#, fuzzy msgid "" "You can compare resolution scaling modes and factors in action using the `3D " "Antialiasing demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können die Auflösungsskalierungsmodi und -faktoren in Aktion " +"vergleichen, indem Sie das `3D Antialiasing-Demoprojekt `__ verwenden." msgid "" "Resolution scaling is currently not available for 2D rendering, but it can " "be simulated using the ``viewport`` stretch mode. See :ref:" "`doc_multiple_resolutions` for more information." msgstr "" +"Auflösungsskalierung ist derzeit nicht für 2D-Rendering verfügbar, kann aber " +"mit dem ``Viewport``-Stretch-Modus simuliert werden. Siehe :ref:" +"`doc_multiple_resolutions` für weitere Informationen." -#, fuzzy msgid "Resolution scaling options" -msgstr "Ressourcenoptionen" +msgstr "Optionen für die Auflösungsskalierung" msgid "" "In the advanced Project Settings' **Rendering > Scaling 3D** section, you " "can find several options for 3D resolution scaling:" msgstr "" +"Im Abschnitt **Rendern > 3D-Skalierung** der erweiterten " +"Projekteinstellungen finden Sie mehrere Optionen für die Skalierung der 3D-" +"Auflösung:" -#, fuzzy msgid "Scaling mode" msgstr "Skalierungsmodus" msgid "**Bilinear:** Standard bilinear filtering (default)." -msgstr "" +msgstr "**Bilinear:** Standardmäßige bilineare Filterung (Default)." msgid "" "**FSR 1.0:** `AMD FidelityFX Super Resolution 1.0 `__. Langsamer, aber qualitativ besser als die " +"bilineare Skalierung. Auf sehr langsamen GPUs können die Kosten für FSR1 zu " +"hoch sein, als dass es sich lohnen würde, es gegenüber der bilinearen " +"Skalierung einzusetzen." msgid "" "**FSR 2.2:** AMD FidelityFX Super Resolution 2.2 (since Godot 4.2). Slowest, " @@ -90,11 +111,20 @@ msgid "" "scaling or FSR1. To match FSR2 performance with FSR1, you need to use a " "lower resolution scale factor." msgstr "" +"**FSR 2.2:** AMD FidelityFX Super Resolution 2.2 (seit Godot 4.2). Am " +"langsamsten, aber mit noch höherer Qualität im Vergleich zu FSR1 und " +"bilinearer Skalierung. Auf langsamen GPUs können die Kosten für FSR2 zu hoch " +"sein, als dass es sich lohnen würde, es gegenüber der bilinearen Skalierung " +"oder FSR1 einzusetzen. Um die Performance von FSR2 mit FSR1 zu vergleichen, " +"müssen Sie einen niedrigeren Skalierungsfaktor für die Auflösung verwenden." msgid "" "Here are comparison images between native resolution, bilinear scaling with " "50% resolution scale, FSR1, and FSR2 scaling with 50% resolution scale:" msgstr "" +"Hier sind Vergleichsbilder zwischen nativer Auflösung, bilinearer Skalierung " +"mit 50 % Auflösungsfaktor, FSR1 und FSR2-Skalierung mit 50 % " +"Auflösungsfaktor:" msgid "" "FSR1 upscaling works best when coupled with another form of antialiasing. " @@ -102,6 +132,11 @@ msgid "" "preferably be used in this case, as FXAA does not add temporal information " "and introduces more blurring to the image." msgstr "" +"FSR1-Upscaling funktioniert am besten, wenn es mit einer anderen Form von " +"Antialiasing gekoppelt wird. In diesem Fall sollte vorzugsweise temporales " +"Antialiasing (TAA) oder Multisample-Antialiasing (MSAA) verwendet werden, da " +"FXAA keine zeitlichen Informationen hinzufügt und dem Bild mehr Unschärfe " +"zufügt." msgid "" "On the other hand, FSR2 provides its own temporal antialiasing. This means " @@ -109,19 +144,27 @@ msgid "" "to look smooth. The **Use TAA** project setting is ignored when FSR2 is used " "as the 3D scaling method, since FSR2's temporal antialiasing takes priority." msgstr "" +"Andererseits bietet der FSR2 sein eigenes temporales Antialiasing. Das " +"bedeutet, dass Sie keine anderen Antialiasing-Methoden aktivieren müssen, " +"damit das resultierende Bild geglättet aussieht. Die Projekteinstellung " +"**TAA verwenden** wird ignoriert, wenn FSR2 als 3D-Skalierungsmethode " +"verwendet wird, da das temporale Antialiasing von FSR2 Vorrang hat." msgid "Here's the same comparison, but with 4× MSAA enabled on all images:" msgstr "" +"Hier ist derselbe Vergleich, aber mit 4× MSAA aktiviert auf allen Bildern:" msgid "" "Notice how the edge upscaling of FSR1 becomes much more convincing once 4× " "MSAA is enabled. However, FSR2 doesn't benefit much from enabling MSAA since " "it already performs temporal antialiasing." msgstr "" +"Beachten Sie, dass das Kanten-Upscaling von FSR1 viel überzeugender wird, " +"wenn 4× MSAA aktiviert ist. FSR2 profitiert jedoch nicht sehr von der " +"Aktivierung von MSAA, da es bereits ein temporales Antialiasing durchführt." -#, fuzzy msgid "Rendering scale" -msgstr "Rendering" +msgstr "Rendering-Skalierung" msgid "" "The **Rendering > Scaling 3D > Scale** setting adjusts the resolution scale. " @@ -130,11 +173,20 @@ msgid "" "``1.0`` can be used to speed up rendering, at the cost of a blurrier final " "image and more aliasing." msgstr "" +"Mit der Einstellung **Rendern > Skalierung 3D > Skalierung** wird die " +"Auflösungsskalierung angepasst. ``1,0`` steht für die volle Auflösung, wobei " +"die 3D-Rendering-Auflösung der 2D-Rendering-Auflösung entspricht. " +"Auflösungsskalierungen *unter* ``1.0`` können verwendet werden, um das " +"Rendering zu beschleunigen, allerdings zum Preis eines unschärferen " +"Endbildes und mehr Aliasing." msgid "" "The rendering scale can be adjusted at run-time by changing the " "``scaling_3d_scale`` property on a :ref:`class_Viewport` node." msgstr "" +"Der Rendering-Skalierung kann zur Laufzeit angepasst werden, indem das " +"Property ``scaling_3d_scale`` auf einem :ref:`class_Viewport`-Node geändert " +"wird." msgid "" "Resolution scales *above* ``1.0`` can be used for supersample antialiasing " @@ -142,6 +194,11 @@ msgid "" "and is **not recommended** for most use cases. See :ref:" "`doc_3d_antialiasing` for more information." msgstr "" +"Auflösungsskalierungen *oberhalb* ``1.0`` können für Supersample " +"Antialiasing (SSAA) verwendet werden. Dies bietet Antialiasing mit einem " +"*sehr* hohen Performance-Aufwand und wird **nicht empfohlen** für die " +"meisten Anwendungsfälle. Siehe :ref:`doc_3d_antialiasing` für weitere " +"Informationen." msgid "" "The tables below list common screen resolutions, the resulting 3D rendering " @@ -149,6 +206,11 @@ msgid "" "depending on the rendering scale option. Rows are sorted from fastest to " "slowest in each table." msgstr "" +"In den folgenden Tabellen sind gängige Bildschirmauflösungen, die " +"resultierende 3D-Rendering-Auflösung und die Anzahl der Megapixel " +"aufgeführt, die je nach Rendering-Skalierungsoption pro Frame gerendert " +"werden müssen. Die Zeilen sind in jeder Tabelle vom schnellsten zum " +"langsamsten sortiert." msgid "" "The resolution scale is defined on a **per-axis** basis. For example, this " @@ -157,6 +219,12 @@ msgid "" "or very high resolution scale factors can have a greater performance impact " "than expected." msgstr "" +"Die Auflösungsskalierung wird auf einer **pro Achse**-Basis definiert. Das " +"bedeutet zum Beispiel, dass eine Halbierung des Auflösungsskalierungsfaktors " +"die Anzahl der gerenderten Megapixel pro Frame um den Faktor 4 und nicht um " +"den Faktor 2 reduziert. Daher können sehr niedrige oder sehr hohe " +"Auflösungsskalierungsfaktoren einen größeren Einfluss auf die Performance " +"haben als erwartet." msgid "**1920×1080 (Full HD)**" msgstr "**1920×1080 (Full HD)**" @@ -164,9 +232,8 @@ msgstr "**1920×1080 (Full HD)**" msgid "Resolution scale factor" msgstr "Skalierungsfaktor der Auflösung" -#, fuzzy msgid "3D rendering resolution" -msgstr "3D Render Beschränkungen" +msgstr "3D-Rendering-Auflösung" msgid "Megapixels rendered per frame" msgstr "Pro Bild gerenderte Megapixel" @@ -208,7 +275,7 @@ msgid "1.50 MPix" msgstr "1.50 MPix" msgid "``1.00`` **(native)**" -msgstr "" +msgstr "``1.00`` **(nativ)**" msgid "**1920×1080**" msgstr "**1920×1080**" @@ -217,7 +284,7 @@ msgid "**2.07 MPix**" msgstr "**2.07 MPix**" msgid "``1.33`` (supersampling)" -msgstr "" +msgstr "``1.33`` (Super-Sampling)" msgid "2553×1436" msgstr "2553×1436" @@ -226,7 +293,7 @@ msgid "3.67 MPix" msgstr "3.67 MPix" msgid "``1.50`` (supersampling)" -msgstr "" +msgstr "``1.50`` (Super-Sampling)" msgid "2880×1620" msgstr "2880×1620" @@ -235,7 +302,7 @@ msgid "4.67 MPix" msgstr "4.67 MPix" msgid "``2.00`` (supersampling)" -msgstr "" +msgstr "``2.00`` (Super-Sampling)" msgid "3840×2160" msgstr "3840×2160" @@ -328,13 +395,16 @@ msgid "33.18 MPix" msgstr "33.18 MPix" msgid "FSR Sharpness" -msgstr "" +msgstr "FSR-Schärfe" msgid "" "When using the FSR1 or FSR2 scaling modes, the sharpness can be controlled " "using the **Rendering > Scaling 3D > FSR Sharpness** advanced project " "setting." msgstr "" +"Wenn Sie die Skalierungsmodi FSR1 oder FSR2 verwenden, kann die Schärfe über " +"die erweiterte Projekteinstellung **Rendern > Skalierung 3D > FSR-Schärfe** " +"gesteuert werden." msgid "" "The intensity is inverted compared to most other sharpness sliders: *lower* " @@ -344,18 +414,32 @@ msgid "" "between preserving the original image's sharpness and avoiding additional " "aliasing due to oversharpening." msgstr "" +"Die Intensität ist im Vergleich zu den meisten anderen Schärfereglern " +"invertiert: *niedrigere* Werte führen zu einem schärferen Bild, während " +"*höhere* Werte die Wirkung des Schärfefilters *verringern*. Der Wert ``0.0`` " +"ist der schärfste, während ``2.0`` der am wenigsten scharfe ist. Der " +"Defaultwert ``0.2`` bietet ein Gleichgewicht zwischen der Erhaltung der " +"Schärfe des Originalbildes und der Vermeidung von zusätzlichen Aliasing-" +"Effekten durch Überschärfung." msgid "" "If you wish to use sharpening when rendering at native resolution, Godot " "currently doesn't allow using the sharpening component of FSR1 (RCAS) " "independently from the upscaling component (EASU)." msgstr "" +"Wenn Sie die Schärfung beim Rendern in nativer Auflösung verwenden möchten, " +"ist es in Godot derzeit nicht möglich, die Schärfungskomponente von FSR1 " +"(RCAS) unabhängig von der Hochskalierungskomponente (EASU) zu verwenden." msgid "" "As a workaround, you can set the 3D rendering scale to ``0.99``, set the " "scaling mode to **FSR 1.0** then adjust FSR sharpness as needed. This allows " "using FSR1 while rendering at a near-native resolution." msgstr "" +"Als Abhilfe können Sie die 3D-Rendering-Skalierung auf ``0,99`` setzen, den " +"Skalierungsmodus auf **FSR 1.0** einstellen und dann die FSR-Schärfe nach " +"Bedarf anpassen. Auf diese Weise können Sie FSR1 verwenden und gleichzeitig " +"mit einer nahezu nativen Auflösung rendern." msgid "" "Alternatively, you can set the scaling mode to **FSR 2.2** with the 3D " @@ -363,16 +447,24 @@ msgid "" "provides high-quality temporal antialiasing. The **FSR Sharpness** setting " "remains functional in this case." msgstr "" +"Alternativ können Sie den Skalierungsmodus auf **FSR 2.2** einstellen, wobei " +"die 3D-Rendering-Skalierung auf ``1.0`` gesetzt wird, wenn Sie genügend GPU-" +"Spielraum haben. Dies bietet ebenfalls ein hochwertiges temporales " +"Antialiasing. Die Einstellung **FSR Sharpness** bleibt in diesem Fall " +"funktionsfähig." -#, fuzzy msgid "Mipmap bias" -msgstr "Mipmaps" +msgstr "Mipmap-Bias" msgid "" "Godot automatically uses a negative texture mipmap bias when the 3D " "resolution scale is set below ``1.0``. This allows for better preservation " "of texture detail at the cost of a grainy appearance on detailed textures." msgstr "" +"Godot verwendet automatisch einen negative Textur-Mipmap-Bias, wenn die 3D-" +"Auflösungsskalierung unter ``1.0`` gesetzt wird. Dies ermöglicht eine " +"bessere Erhaltung von Texturdetails auf Kosten eines körnigen Aussehens bei " +"detaillierten Texturen." msgid "" "The texture LOD bias currently affects both 2D and 3D rendering in the same " @@ -381,9 +473,15 @@ msgid "" "means only 3D rendering is affected unless you enabled mipmaps on 2D " "textures in the Import dock." msgstr "" +"Der Textur-LOD-Bias wirkt sich derzeit sowohl auf das 2D- als auch auf das " +"3D-Rendering in gleicher Weise aus. Beachten Sie jedoch, dass sie sich nur " +"auf Texturen mit aktivierten Mipmaps auswirkt. Texturen, die in 2D verwendet " +"werden, haben standardmäßig keine Mipmaps aktiviert, was bedeutet, dass nur " +"das 3D-Rendering betroffen ist, es sei denn, Sie haben Mipmaps für 2D-" +"Texturen im Import-Dock aktiviert." msgid "The formula used to determine the texture mipmap bias is: TODO" -msgstr "" +msgstr "Die Formel zur Bestimmung des Textur-Mipmap-Bias lautet: TODO" msgid "" "To counteract the blurriness added by some antialiasing methods, Godot also " @@ -392,6 +490,12 @@ msgid "" "used. This mipmap bias offset is applied *before* the resolution scaling " "offset, so it does not change depending on resolution scale." msgstr "" +"Um der Unschärfe einiger Antialiasing-Methoden entgegenzuwirken, fügt Godot " +"auch einen ``-0.25`` Offset hinzu, wenn FXAA aktiviert ist, und einen " +"``-0.5`` Offset, wenn TAA aktiviert ist. Wenn beide gleichzeitig aktiviert " +"sind, wird ein ``-0.75`` Offset verwendet. Dieser Mipmap-Bias-Offset wird " +"*vor* dem Auflösungsskalierungs-Offset angewendet, so dass er sich nicht " +"abhängig von der Auflösungsskala ändert." msgid "" "The texture LOD bias can manually be changed by adjusting the **Rendering > " @@ -399,18 +503,30 @@ msgid "" "It can also be changed at run-time on :ref:`Viewports ` by " "adjusting the ``texture_mipmap_bias`` property." msgstr "" +"Der Textur-LOD-Bias kann manuell durch Anpassen der erweiterten " +"Projekteinstellung **Rendern > Texturen > Standardfilter > Textur-Mipmap-" +"Bias** geändert werden. Er kann auch zur Laufzeit auf :ref:`Viewports " +"` geändert werden, indem die Property " +"``texture_mipmap_bias`` angepasst wird." msgid "" "Adjusting the mipmap LOD bias manually can be useful in certain scenarios, " "but this should be done carefully to prevent the final image from looking " "grainy in motion." msgstr "" +"Die manuelle Anpassung des Mipmap-LOD-Bias kann in bestimmten Szenarien " +"nützlich sein, sollte aber sorgfältig durchgeführt werden, um zu verhindern, " +"dass das endgültige Bild bei Bewegung körnig aussieht." msgid "" "*Negative* mipmap LOD bias can also decrease performance due to higher-" "resolution mips having to be sampled further away. Recommended values for a " "manual offset are between ``-0.5`` and ``0.0``." msgstr "" +"Ein *negatives* LOD-Bias der Mipmaps kann auch die Performance verringern, " +"da Mips mit höherer Auflösung in größerer Entfernung abgetastet werden " +"müssen. Empfohlene Werte für einen manuellen Offset liegen zwischen ``-0.5`` " +"und ``0.0``." msgid "" "*Positive* mipmap LOD bias will make mipmapped textures appear blurrier than " @@ -418,17 +534,26 @@ msgid "" "recommended as the loss in visual quality is usually not worth the " "performance gain." msgstr "" +"Ein *positiver* Mipmap-LOD-Bias lässt Mipmap-Texturen unschärfer erscheinen " +"als beabsichtigt. Dies kann die Performance leicht verbessern, wird aber " +"ansonsten nicht empfohlen, da der Verlust an visueller Qualität den " +"Performance-Gewinn in der Regel nicht wert ist." msgid "" "The example below shows an extreme case, with a mipmap LOD bias of ``-1.0`` " "and anisotropic filtering disabled to make the difference more noticeable:" msgstr "" +"Das folgende Beispiel zeigt einen extremen Fall mit einem LOD-Bias der " +"Mipmap von ``-1.0`` und deaktivierter anisotroper Filterung, um den " +"Unterschied deutlicher zu machen:" msgid "Troubleshooting" msgstr "Fehlersuche" msgid "Performance does not increase much when decreasing resolution scale" msgstr "" +"Die Performance nimmt nicht wesentlich zu, wenn die Auflösungsskalierung " +"verringert wird" msgid "" "If performance doesn't increase much when decreasing resolution scale to a " @@ -437,10 +562,17 @@ msgid "" "causing a CPU bottleneck to occur. Likewise, you may have too many graphics " "effects enabled for your GPU to handle (such as SDFGI, SSAO or SSR)." msgstr "" +"Wenn sich die Performance nicht wesentlich erhöht, wenn die " +"Auflösungsskalierung auf einen Wert wie ``0.5`` verringert wird, bedeutet " +"dies wahrscheinlich, dass das Performance-Bottleneck an anderer Stelle in " +"Ihrer Szene liegt. Zum Beispiel könnte Ihre Szene zu viele Zeichenaufrufe " +"haben, wodurch ein CPU-Bottleneck entsteht. Ebenso kann es sein, dass Sie zu " +"viele Grafikeffekte aktiviert haben, die Ihr Grafikprozessor nicht " +"verarbeiten kann (wie SDFGI, SSAO oder SSR)." -#, fuzzy msgid "See the :ref:`doc_performance` tutorials for more information." -msgstr "Siehe :ref:`doc_exporting_projects` für weitere Informationen." +msgstr "" +"Weitere Informationen finden Sie in den :ref:`doc_performance`-Tutorials." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po index d7b9d1b366..dd14d0d457 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,7 +23,6 @@ msgstr "Standardmaterial 3D und ORM-Material 3D" msgid "Introduction" msgstr "Einführung" -#, fuzzy msgid "" "``StandardMaterial3D`` and ``ORMMaterial3D`` (Occlusion, Roughness, " "Metallic) are default 3D materials that aim to provide most of the features " @@ -31,18 +30,15 @@ msgid "" "However, they can be converted to shader code if additional functionality is " "needed." msgstr "" -"``SpatialMaterial`` ist ein Standard-3D-Material, das die von Künstlern " -"meistgesuchten Funktionen bereitstellen soll, ohne dass Shader-Code " -"geschrieben werden muss. Falls zusätzliche Funktionen benötigt werden, kann " -"es jedoch in Shader-Code konvertiert werden." +"``StandardMaterial3D`` und ``ORMMaterial3D`` (Occlusion, Rauheit, " +"Metallisch) sind Standard-3D-Materialien, die darauf abzielen, die meisten " +"Features zu bieten, die Künstler für ein Material brauchen, ohne Shader-Code " +"schreiben zu müssen. Sie können jedoch in Shader-Code umgewandelt werden, " +"wenn zusätzliche Features benötigt werden." -#, fuzzy msgid "This tutorial explains the parameters present in both materials." -msgstr "" -"In dieser Anleitung werden die meisten in ``SpatialMaterial`` vorhandenen " -"Parameter erläutert." +msgstr "In diesem Tutorial werden die Parameter beider Materialien erläutert." -#, fuzzy msgid "" "There are 4 ways to add these materials to an object. A material can be " "added in the *Material* property of the mesh. It can be added in the " @@ -50,11 +46,11 @@ msgid "" "node), the *Material Override* property of the node using the mesh, and the " "*Material Overlay*." msgstr "" -"Es gibt drei Möglichkeiten, einem Objekt ein ``SpatialMaterial`` " -"hinzuzufügen. Es kann in der Eigenschaft *Material* des Meshes hinzugefügt " -"werden. Sie kann in der Eigenschaft *Material* des Nodes mithilfe des Meshes " -"(z.B. einem MeshInstance-Node) oder in der Eigenschaft *Material " -"überschreiben* des Nodes mithilfe des Meshes hinzugefügt werden." +"Es gibt 4 Möglichkeiten, diese Materialien zu einem Objekt hinzuzufügen. Ein " +"Material kann in der Property *Material* des Meshs hinzugefügt werden. Es " +"kann in der Property *Material* des Nodes, der das Mesh verwendet (z. B. ein " +"MeshInstance3D-Node), in der Property *Material-Überschreibung* des Nodes, " +"der das Mesh verwendet, und im *Material-Überschreibung* hinzugefügt werden." msgid "" "If you add a material to the mesh itself, every time that mesh is used it " @@ -65,20 +61,22 @@ msgid "" "also override the regular material property of the node and the material " "property of the mesh." msgstr "" -"Wenn Sie dem Mesh selbst ein Material hinzufügen, erhält das Meshes bei " -"jeder Verwendung dieses Material. Wenn Sie dem Node mithilfe des Meshes ein " +"Wenn Sie dem Mesh selbst ein Material hinzufügen, erhält das Mesh bei jeder " +"Verwendung dieses Material. Wenn Sie dem Node mithilfe des Meshs ein " "Material hinzufügen, wird das Material nur von diesem Node verwendet und " -"überschreibt auch die Materialeigenschaft des Meshes. Wenn ein Material in " -"der Eigenschaft *Material überschreiben* des Nodes hinzugefügt wird, wird es " -"nur von diesem Node verwendet. Außerdem werden die reguläre " -"Materialeigenschaft des Nodes und die Materialeigenschaft des Meshes " -"überschrieben." +"überschreibt auch die Material-Property des Meshes. Wenn ein Material in der " +"Property *Material-Überschreibung* des Nodes hinzugefügt wird, wird es nur " +"von diesem Node verwendet. Außerdem werden die reguläre Material-Property " +"des Nodes und die Material-Property des Meshs überschrieben." msgid "" "The *Material Overlay* property will render a material **over** the current " "one being used by the mesh. As an example, this can be used to put a " "transparent shield effect on a mesh." msgstr "" +"Die Property *Material-Überschreibung* rendert ein Material **über** das " +"aktuelle Material, das vom Mesh verwendet wird. Dies kann zum Beispiel " +"verwendet werden, um einen transparenten Schild-Effekt auf ein Mesh zu legen." msgid "BaseMaterial 3D settings" msgstr "BaseMaterial 3D-Einstellungen" @@ -87,6 +85,9 @@ msgid "" "StandardMaterial3D has many settings that determine the look of a material. " "All of these are under the BaseMaterial3D category" msgstr "" +"StandardMaterial3D hat viele Einstellungen, die das Aussehen eines Materials " +"bestimmen. Alle diese Einstellungen befinden sich unter der Kategorie " +"BaseMaterial3D" msgid "" "ORM materials are almost exactly the same with one difference. Instead of " @@ -96,6 +97,13 @@ msgid "" "will give you the option to export in this format, for these two programs " "it's with the export preset for unreal engine, which also uses ORM textures." msgstr "" +"ORM-Materialien sind fast genau dasselbe, mit einem Unterschied. Anstelle " +"von separaten Einstellungen und Texturen für Occlusion, Rauheit und " +"Metallisch gibt es eine einzige ORM-Textur. Die verschiedenen Farbkanäle " +"dieser Textur werden für jeden Parameter verwendet. Programme wie Substance " +"Painter und Armor Paint bieten die Möglichkeit, in diesem Format zu " +"exportieren. Bei diesen beiden Programmen geschieht dies mit der " +"Exportvorgabe für die Unreal Engine, die ebenfalls ORM-Texturen verwendet." msgid "Transparency" msgstr "Transparenz" @@ -106,16 +114,25 @@ msgid "" "texture in the **Albedo > Texture** property (or set **Albedo > Color** to a " "transparent color)." msgstr "" +"Standardmäßig sind die Materialien in Godot undurchsichtig. Dies ist schnell " +"zu rendern, aber es bedeutet, dass man nicht durch das Material " +"hindurchsehen kann, selbst wenn Sie eine transparente Textur in der " +"Eigenschaft **Albedo > Textur** verwenden (oder **Albedo > Farbe** auf eine " +"transparente Farbe einstellen)." msgid "" "To be able to see through a material, the material needs to be made " "*transparent*. Godot offers several transparency modes:" msgstr "" +"Um durch ein Material hindurchsehen zu können, muss das Material " +"*transparent* gemacht werden. Godot bietet mehrere Transparenz-Modi:" msgid "" "**Disabled:** Material is opaque. This is the fastest to render, with all " "rendering features supported." msgstr "" +"**Deaktiviert:** Das Material ist undurchsichtig. Dies ist das am " +"schnellsten zu rendernde Material, das alle Rendering-Funktionen unterstützt." msgid "" "**Alpha:** Material is transparent. Semi-transparent areas are drawn with " @@ -123,9 +140,14 @@ msgid "" "(also known as translucency). Materials using alpha blending also can't cast " "shadows, and are not visible in screen-space reflections." msgstr "" +"**Alpha:** Das Material ist transparent. Halbtransparente Bereiche werden " +"mit Blending gezeichnet. Dies ist langsam zu rendern, aber es ermöglicht " +"eine partielle Transparenz (auch bekannt als Transluzenz). Materialien, die " +"Alpha-Blending verwenden, können auch keine Schatten werfen und sind bei " +"Spiegelungen im Screen-Space nicht sichtbar." msgid "**Alpha** is a good fit for particle effects and VFX." -msgstr "" +msgstr "**Alpha** ist gut geeignet für Partikeleffekte und VFX." msgid "" "**Alpha Scissor:** Material is transparent. Semi-transparent areas whose " @@ -135,11 +157,20 @@ msgid "" "results in \"all or nothing\" transparency, with no intermediate values " "possible. Materials using alpha scissor can cast shadows." msgstr "" +"**Alpha-Schere:** Material ist transparent. Halbtransparente Bereiche, deren " +"Deckkraft unter der **Alphascherenschwelle** liegt, werden nicht gezeichnet " +"(oberhalb dieser Schwelle werden sie als undurchsichtig gezeichnet). Dies " +"ist schneller zu rendern als Alpha und hat keine Probleme mit der Sortierung " +"der Transparenz. Der Nachteil ist, dass dies zu einer \"Alles-oder-Nichts\"-" +"Transparenz führt, bei der keine Zwischenwerte möglich sind. Materialien, " +"die Alpha-Schere verwenden, können Schatten werfen." msgid "" "**Alpha Scissor** is ideal for foliage and fences, since these have hard " "edges and require correct sorting to look good." msgstr "" +"Die **Alpha-Schere** ist ideal für Laub und Zäune, da diese harte Kanten " +"haben und richtig sortiert werden müssen, um gut auszusehen." msgid "" "**Alpha Hash:** Material is transparent. Semi-transparent areas are drawn " @@ -147,11 +178,19 @@ msgid "" "helps represent partially opaque areas with limited precision depending on " "viewport resolution. Materials using alpha hash can cast shadows." msgstr "" +"**Alpha-Hash:** Das Material ist transparent. Halbtransparente Bereiche " +"werden mit Dithering gezeichnet. Dies ist ebenfalls eine \"Alles-oder-" +"Nichts\"-Transparenz, aber Dithering hilft bei der Darstellung teilweise " +"undurchsichtiger Bereiche mit begrenzter Präzision, abhängig von der " +"Auflösung des Viewports. Materialien, die Alpha-Hash verwenden, können " +"Schatten werfen." msgid "" "**Alpha Hash** is suited for realistic-looking hair, although stylized hair " "may work better with alpha scissor." msgstr "" +"**Alpha-Hash** eignet sich für realistisch aussehendes Haar, obwohl " +"stilisiertes Haar mit Alpha-Schere besser funktionieren kann." msgid "" "**Depth Pre-Pass:** This renders the object's fully opaque pixels via the " @@ -160,35 +199,50 @@ msgid "" "partially transparent regions may still exhibit incorrect sorting). " "Materials using depth prepass can cast shadows." msgstr "" +"**Tiefen-Vordurchlauf:** Hierbei werden zuerst die völlig undurchsichtigen " +"Pixel des Objekts über die Undurchsichtigkeits-Pipeline gerendert, dann wird " +"der Rest mit Alpha-Blending gerendert. Dies ermöglicht eine *fast* korrekte " +"Sortierung der Transparenz (wenn auch nicht vollständig, da teilweise " +"transparente Regionen immer noch eine falsche Sortierung aufweisen können). " +"Materialien mit Tiefen-Vordurchlauf können Schatten werfen." msgid "" "Godot will automatically force the material to be transparent with alpha " "blending if *any* of these conditions is met:" msgstr "" +"Godot erzwingt automatisch, dass das Material transparent mit Alpha-Blending " +"ist, wenn *eine* dieser Bedingungen erfüllt ist:" msgid "Setting the transparency mode to **Alpha** (as described here)." -msgstr "" +msgstr "Setzen des Transparenzmodus auf **Alpha** (wie hier beschrieben)." msgid "Setting a blend mode other than the default **Mix**" -msgstr "" +msgstr "Setzen eines anderen Blending-Modus als des Standardmodus **Mix**" msgid "Enabling **Refraction**, **Proximity Fade**, or **Distance Fade**." msgstr "" +"Aktivieren von **Brechung**, **Nahausblendung** oder **Fernausblendung**." msgid "" "Comparison between alpha blending (left) and alpha scissor (right) " "transparency:" msgstr "" +"Vergleich zwischen Alpha-Blending (links) und Alpha-Schere (rechts)-" +"Transparenz:" msgid "" "Alpha-blended transparency has several :ref:`limitations " "`:" msgstr "" +"Alpha-Blending-Transparenz hat mehrere :ref:`Einschränkungen " +"`:" msgid "" "Alpha-blended materials are significantly slower to render, especially if " "they overlap." msgstr "" +"Alpha-Blending-Materialien werden deutlich langsamer gerendert, insbesondere " +"wenn sie sich überlappen." msgid "" "Alpha-blended materials may exhibit sorting issues when transparent surfaces " @@ -196,36 +250,52 @@ msgid "" "order, with surfaces in the back appearing to be in front of those which are " "actually closer to the camera." msgstr "" +"Bei Alpha-Blending-Materialien kann es zu Sortierproblemen kommen, wenn sich " +"transparente Flächen überlappen. Das bedeutet, dass Flächen möglicherweise " +"in der falschen Reihenfolge gerendert werden, wobei Flächen im hinteren " +"Bereich vor denen zu liegen scheinen, die sich tatsächlich näher an der " +"Kamera befinden." msgid "" "Alpha-blended materials don't cast shadows, although they can receive " "shadows." msgstr "" +"Alpha-Blending-Materialien werfen keine Schatten, obwohl sie Schatten " +"empfangen können." msgid "" "Alpha-blended materials don't appear in any reflections (other than " "reflection probes)." msgstr "" +"Alpha-Blending-Materialien erscheinen in keiner Reflexion (außer in " +"Reflexions-Probes)." msgid "" "Screen-space reflections and sharp SDFGI reflections don't appear on alpha-" "blended materials. When SDFGI is enabled, rough reflections are used as a " "fallback regardless of material roughness." msgstr "" +"Screen-Space-Reflexionen und scharfe SDFGI-Reflexionen erscheinen nicht auf " +"Alpha-Blending-Materialien. Wenn SDFGI aktiviert ist, werden raue " +"Reflexionen unabhängig von der Materialrauheit als Fallback verwendet." msgid "" "Before using the **Alpha** transparency mode, always consider whether " "another transparency mode is more suited for your needs." msgstr "" +"Bevor Sie den Transparenzmodus **Alpha** verwenden, sollten Sie immer " +"abwägen, ob nicht ein anderer Transparenzmodus für Ihre Bedürfnisse besser " +"geeignet ist." -#, fuzzy msgid "Alpha Antialiasing" -msgstr "**Anti-Aliasing:**" +msgstr "Alpha-Antialiasing" msgid "" "This property is only visible when the transparency mode is **Alpha " "Scissor** or **Alpha Hash**." msgstr "" +"Diese Property ist nur sichtbar, wenn der Transparenzmodus **Alpha-Schere** " +"oder **Alpha-Hash** ist." msgid "" "While alpha scissor and alpha hash materials are faster to render than alpha-" @@ -235,26 +305,41 @@ msgid "" "desired as these techniques tend to make the final result look blurrier or " "exhibit ghosting artifacts." msgstr "" +"Alpha-Schere- und Alpha-Hash-Materialien sind zwar schneller zu rendern als " +"Alpha-Blending-Materialien, weisen aber harte Kanten zwischen " +"undurchsichtigen und transparenten Bereichen auf. Es ist zwar möglich, auf " +"Post-Processing basierende :ref:`Antialiasing-Techniken " +"` wie FXAA und TAA zu verwenden, doch ist dies nicht " +"immer erwünscht, da diese Techniken das Endergebnis tendenziell unschärfer " +"aussehen lassen oder Ghosting-Artefakte aufweisen." -#, fuzzy msgid "There are 3 alpha antialiasing modes available:" -msgstr "Hierfür stehen vier Makros zur Verfügung:" +msgstr "Es sind 3 Alpha-Antialiasing-Modi verfügbar:" msgid "" "**Disabled:** No alpha antialiasing. Edges of transparent materials will " "appear aliased unless a post-processing-based antialiasing solution is used." msgstr "" +"**Deaktiviert:** Kein Alpha-Antialiasing. Kanten von transparenten " +"Materialien erscheinen verzerrt, es sei denn, es wird eine auf Post-" +"Processing basierende Antialiasing-Lösung verwendet." msgid "" "**Alpha Edge Blend:** Results in a smooth transition between opaque and " "transparent areas. Also known as \"alpha to coverage\"." msgstr "" +"**Alpha Kanten-Blending:** Ergibt einen weichen Übergang zwischen " +"undurchsichtigen und transparenten Bereichen. Auch bekannt als \"Alpha zu " +"Coverage\"." msgid "" "**Alpha Edge Clip:** Results in a sharp, but still antialiased transition " "between opaque and transparent areas. Also known as \"alpha to coverage + " "alpha to one\"." msgstr "" +"**Alpha Kanten-Clip:** Ergibt einen scharfen, aber immer noch Antialiasing-" +"Übergang zwischen undurchsichtigen und transparenten Bereichen. Auch bekannt " +"als \"Alpha zu Coverage + Alpha zu Eins\"." msgid "" "When the alpha antialiasing mode is set to **Alpha Edge Blend** or **Alpha " @@ -269,6 +354,19 @@ msgid "" "to adjust this alpha antialiasing edge when modifying the alpha scissor " "threshold." msgstr "" +"Wenn der Alpha-Antialiasing-Modus auf **Alpha Kanten-Blending** oder **Alpha " +"Kanten-Clip** eingestellt ist, wird unten im Inspektor eine neue Property " +"**Alpha-Antialiasing-Kante** sichtbar. Diese Property steuert den " +"Schwellenwert, unterhalb dessen Pixel transparent gemacht werden sollen. " +"Während Sie bereits einen Schwellenwert für die Alpha-Schere definiert haben " +"(wenn Sie nur **Alpha-Schere** verwenden), wird dieser zusätzliche " +"Schwellenwert verwendet, um einen fließenden Übergang zwischen " +"undurchsichtigen und transparenten Pixeln zu erreichen. **Alpha-Antialiasing-" +"Kante** muss *immer* auf einen Wert gesetzt werden, der unter der " +"Alphascherenschwelle liegt. Der Standardwert von ``0.3`` ist ein " +"vernünftiger Wert bei einer Alphascherenschwelle von ``0.5``, aber denken " +"Sie daran, diese Alpha-Antialiasing-Kante anzupassen, wenn Sie die " +"Alphascherenschwelle verändern." msgid "" "If you find the antialiasing effect not effective enough, try increasing " @@ -277,57 +375,70 @@ msgid "" "notice the texture's appearance visibly changing as the camera moves closer " "to the material, try decreasing **Alpha Antialiasing Edge**." msgstr "" +"Wenn Sie feststellen, dass der Antialiasing-Effekt nicht effektiv genug ist, " +"versuchen Sie, die **Alpha-Antialiasing-Kante** zu erhöhen, während Sie " +"sicherstellen, dass sie unter der **Alphascherenschwelle** liegt (wenn das " +"Material Alpha-Schere verwendet). Wenn Sie andererseits feststellen, dass " +"sich das Aussehen der Textur sichtbar ändert, wenn sich die Kamera näher an " +"das Material heranbewegt, versuchen Sie, **Alpha-Antialiasing-Kante** zu " +"verringern." msgid "" "For best results, MSAA 3D should be set to at least 2× in the Project " "Settings when using alpha antialiasing. This is because this feature relies " "on alpha to coverage, which is a feature provided by MSAA." msgstr "" +"Um optimale Ergebnisse zu erzielen, sollte MSAA 3D in den " +"Projekteinstellungen bei Verwendung von Alpha-Antialiasing auf mindestens 2× " +"eingestellt werden. Der Grund dafür ist, dass diese Funktion auf Alpha zu " +"Coverage angewiesen ist, eine Funktion, die von MSAA bereitgestellt wird." msgid "" "Without MSAA, a fixed dithering pattern is applied on the material's edges, " "which isn't very effective at smoothing out edges (although it can still " "help a little)." msgstr "" +"Ohne MSAA wird ein festes Dithering-Muster auf die Kanten des Materials " +"angewendet, das nicht sehr effektiv ist, um Kanten zu glätten (obwohl es " +"trotzdem ein wenig helfen kann)." msgid "Blend Mode" -msgstr "Mischmodus" +msgstr "Blending-Modus" -#, fuzzy msgid "" "Controls the blend mode for the material. Keep in mind that any mode other " "than *Mix* forces the object to go through the transparent pipeline." msgstr "" -"Steuert die Füllmethode für das Material. Denken Sie daran, dass jeder " -"andere Modus als *Mix* das Objekt zwingt, die transparente Pipeline zu " -"durchlaufen." +"Steuert den Blending-Modus für das Material. Beachten Sie, dass jeder andere " +"Modus als *Mix* das Objekt zwingt, die Transparenz-Pipeline zu durchlaufen." -#, fuzzy msgid "" "**Mix:** Default blend mode, alpha controls how much the object is visible." msgstr "" -"*Mix:** Voreingestellter Modus, Alpha reguliert die Sichtbarkeit des Objekts." +"**Mix:** Default-Blending-Modus, Alpha steuert, wie stark das Objekt " +"sichtbar ist." -#, fuzzy msgid "" "**Add:** The final color of the object is added to the color of the screen, " "nice for flares or some fire-like effects." msgstr "" -"**Hinzufügen:** Objekt wird additiv überblendet, schön für Fackeln oder " -"feuerähnliche Effekte." +"**Hinzufügen:** Die endgültige Farbe des Objekts wird zur Farbe des " +"Bildschirms hinzugefügt, was sich gut für Fackeln oder feuerähnliche Effekte " +"eignet." msgid "" "**Sub:** The final color of the object is subtracted from the color of the " "screen." msgstr "" +"**Sub:** Die endgültige Farbe des Objekts wird von der Farbe des Bildschirms " +"subtrahiert." -#, fuzzy msgid "" "**Mul:** The final color of the object is multiplied with the color of the " "screen." msgstr "" -"**Vorderseite:** Die Vorderseite des Objekts wird ausgesondert, wenn sie " -"nicht sichtbar ist." +"**Mul:** Die endgültige Farbe des Objekts wird mit der Farbe des Bildschirms " +"multipliziert." msgid "Cull Mode" msgstr "Cull-Modus" @@ -340,18 +451,20 @@ msgstr "" msgid "**Back:** The back of the object is culled when not visible (default)." msgstr "" -"**Rückseite:** Die Rückseite des Objekts wird ausgesondert, wenn sie nicht " -"sichtbar ist (Standard)." +"**Rückseite:** Die Rückseite des Objekts wird gecullt, wenn sie nicht " +"sichtbar ist (Default)." msgid "**Front:** The front of the object is culled when not visible." msgstr "" -"**Vorderseite:** Die Vorderseite des Objekts wird ausgesondert, wenn sie " -"nicht sichtbar ist." +"**Vorderseite:** Die Vorderseite des Objekts wird gecullt, wenn sie nicht " +"sichtbar ist." msgid "" "**Disabled:** Used for objects that are double-sided (no culling is " "performed)." msgstr "" +"**Deaktiviert:** Wird für Objekte verwendet, die zweiseitig sind (es wird " +"kein Culling durchgeführt)." msgid "" "By default, Blender has backface culling disabled on materials and will " @@ -361,6 +474,13 @@ msgid "" "being culled by other faces. To resolve this, enable **Backface Culling** in " "Blender's Materials tab, then export the scene to glTF again." msgstr "" +"Standardmäßig hat Blender Backface Culling bei Materialien deaktiviert und " +"exportiert Materialien so, wie sie in Blender gerendert werden. Das " +"bedeutet, dass Materialien in Godot ihren Cull-Modus auf **Deaktiviert** " +"gesetzt haben. Dies kann die Performance beeinträchtigen, da Rückseiten " +"gerendert werden, auch wenn sie von anderen Flächen gecullt werden. Um " +"dieses Problem zu beheben, aktivieren Sie **Backface Culling** in Materials-" +"Tab von Blender und exportieren Sie die Szene dann wieder nach glTF." msgid "Depth Draw Mode" msgstr "Tiefenzeichenmodus" @@ -370,7 +490,7 @@ msgstr "Gibt an, wann das Tiefenrendern stattfinden muss." msgid "**Opaque Only (default):** Depth is only drawn for opaque objects." msgstr "" -"**Nur undurchsichtig (Standard):** Die Tiefe wird nur für undurchsichtige " +"**Nur undurchsichtig (Default):** Die Tiefe wird nur für undurchsichtige " "Objekte gezeichnet." msgid "" @@ -383,24 +503,30 @@ msgid "" "**Never:** No depth draw takes place (do not confuse this with the No Depth " "Test option below)." msgstr "" +"**Niemals:** Es findet keine Tiefenzeichnung statt (nicht zu verwechseln mit " +"der Option Keine Tiefenprüfung unten)." msgid "" "**Depth Pre-Pass:** For transparent objects, an opaque pass is made first " "with the opaque parts, then transparency is drawn above. Use this option " "with transparent grass or tree foliage." msgstr "" +"**Tiefen-Vordurchlauf:** Bei transparenten Objekten wird zuerst ein " +"Undurchsichtigkeits-Durchlauf mit den undurchsichtigen Teilen gemacht, dann " +"wird die Transparenz darüber gezeichnet. Verwenden Sie diese Option bei " +"transparentem Gras oder Baumblättern." msgid "No Depth Test" -msgstr "Kein Tiefentest" +msgstr "Keine Tiefenprüfung" msgid "" "In order for close objects to appear over far away objects, depth testing is " "performed. Disabling it has the result of objects appearing over (or under) " "everything else." msgstr "" -"Damit nahe Objekte über weit entfernten Objekten erscheinen, werden " +"Damit nahe Objekte vor weit entfernten Objekten erscheinen, werden " "Tiefenprüfungen durchgeführt. Das Deaktivieren hat zur Folge, dass Objekte " -"über (oder unter) allem anderen angezeigt werden." +"vor (oder hinter) allem anderen angezeigt werden." msgid "" "Disabling this makes the most sense for drawing indicators in world space, " @@ -408,23 +534,22 @@ msgid "" "bottom of this page)." msgstr "" "Das Deaktivieren dieser Option ist am sinnvollsten, um Anzeigegeräte im Raum " -"zu zeichnen und funktioniert sehr gut mit der Eigenschaft *Renderpriorität* " -"von Material (siehe unten auf dieser Seite)." +"zu zeichnen und funktioniert sehr gut mit der Property *Renderpriorität* von " +"Material (siehe unten auf dieser Seite)." msgid "Shading" msgstr "Shading" -#, fuzzy msgid "Shading mode" -msgstr "Shading" +msgstr "Shading-Modus" msgid "" "Godot has a more or less uniform cost per pixel thanks to depth pre-pass. " "All lighting calculations are made by running the lighting shader on every " "pixel." msgstr "" -"Godot hat dank des Tiefenvorlaufs mehr oder weniger einheitliche Kosten pro " -"Pixel. Alle Beleuchtungsberechnungen werden durchgeführt, indem der " +"Godot hat dank des Tiefenvordurchlaufs mehr oder weniger einheitliche Kosten " +"pro Pixel. Alle Beleuchtungsberechnungen werden durchgeführt, indem der " "Beleuchtungs-Shader für jedes Pixel ausgeführt wird." msgid "" @@ -433,9 +558,9 @@ msgid "" "transparency (which is common in particle systems). Switching to per-vertex " "lighting may help in these cases." msgstr "" -"Da diese Berechnungen kostspielig sind, kann die Leistung in einigen Fällen " -"erheblich beeinträchtigt werden, z.B. beim Zeichnen mehrerer " -"Transparenzschichten (was in Partikelsystemen üblich ist). In diesen Fällen " +"Da diese Berechnungen kostspielig sind, kann die Performance in einigen " +"Fällen erheblich beeinträchtigt werden, z.B. beim Zeichnen mehrerer " +"Transparenz-Ebenen (was in Partikelsystemen üblich ist). In diesen Fällen " "kann die Umstellung auf Vertex-Beleuchtung hilfreich sein." msgid "" @@ -450,33 +575,32 @@ msgid "" "can produce shadows (for performance reasons)." msgstr "" "Beachten Sie, dass bei aktivierter Vertex-Beleuchtung nur gerichtete " -"Beleuchtung Schatten erzeugen kann (aus Leistungsgründen)." +"Beleuchtung Schatten erzeugen kann (aus Performancegründen)." msgid "" "However, in some cases you might want to show just the albedo (color) and " "ignore the rest. To do this you can set the shading mode to unshaded" msgstr "" "In manchen Fällen möchten Sie jedoch vielleicht nur die Albedo (Farbe) " -"anzeigen und den Rest ignorieren. Zu diesem Zweck können Sie den " -"Schattierungsmodus auf nicht schattiert einstellen" +"anzeigen und den Rest ignorieren. Zu diesem Zweck können Sie den Shading-" +"Modus auf \"nicht shaded\" einstellen" msgid "Diffuse Mode" msgstr "Diffusmodus" -#, fuzzy msgid "" "Specifies the algorithm used by diffuse scattering of light when hitting the " "object. The default is *Burley*. Other modes are also available:" msgstr "" -"Gibt den Algorithmus für die diffuse Streuung des Lichts beim Auftreffen auf " -"das Objekt an. Die Standardeinstellung ist *Burley*. Es sind auch andere " -"Modi verfügbar:" +"Gibt den Algorithmus an, der bei der diffusen Streuung des Lichts beim " +"Auftreffen auf das Objekt verwendet wird. Die Vorgabe ist *Burley*. Es sind " +"auch andere Modi verfügbar:" msgid "" "**Burley:** Default mode, the original Disney Principled PBS diffuse " "algorithm." msgstr "" -"**Burley:** Standardmodus, der ursprüngliche diffuse Algorithmus von Disney " +"**Burley:** Default-Modus, der ursprüngliche Diffus-Algorithmus von Disney " "Principled PBS." msgid "**Lambert:** Is not affected by roughness." @@ -492,13 +616,12 @@ msgstr "" "von günstigem Subsurface Scattering. Diese Implementierung ist " "energiesparend." -#, fuzzy msgid "" "**Oren Nayar:** This implementation aims to take microsurfacing into account " "(via roughness). Works well for clay-like materials and some types of cloth." msgstr "" "**Oren Nayar:** Diese Implementierung zielt darauf ab, Mikrooberflächen zu " -"berücksichtigen (über die Rauheit). Funktioniert gut für lehmartige " +"berücksichtigen (mittels der Rauheit). Funktioniert gut für lehmartige " "Materialien und einige Arten von Stoffen." msgid "" @@ -507,30 +630,33 @@ msgid "" "environment's ambient light settings or disable ambient light in the " "StandardMaterial3D to achieve a better effect." msgstr "" +"**Toon:** Bietet einen harten Schnitt für die Beleuchtung, wobei die " +"Glättung durch die Rauheit beeinflusst wird. Es wird empfohlen, den Beitrag " +"des Himmels in den Umgebungslichteinstellungen der Environment zu " +"deaktivieren oder das Umgebungslicht im StandardMaterial3D zu deaktivieren, " +"um einen besseren Effekt zu erzielen." msgid "Specular Mode" msgstr "Spiegelndmodus" -#, fuzzy msgid "" "Specifies how the specular blob will be rendered. The specular blob " "represents the shape of a light source reflected in the object." msgstr "" "Gibt an, wie der spiegelnde Blob gerendert werden soll. Der spiegelnde Blob " -"stellt die Form einer Lichtquelle dar, die im Objekt reflektiert wird." +"stellt den Umriss einer Lichtquelle dar, die im Objekt reflektiert wird." -#, fuzzy msgid "**SchlickGGX:** The most common blob used by PBR 3D engines nowadays." msgstr "" -"**ShlickGGGX:** Der heutzutage von PBR-3D-Engines am häufigsten verwendete " +"**SchlickGGX:** Der heutzutage von PBR-3D-Engines am häufigsten verwendete " "Blob." msgid "" "**Blinn:** Common in previous-generation engines. Not worth using nowadays, " "but left here for the sake of compatibility." msgstr "" -"**Blinn:** In früheren Engines üblich. Heutzutage nicht mehr sinnvoll, aber " -"aus Kompatibilitätsgründen belassen." +"**Blinn:** In früheren Engine-Generationen üblich. Heutzutage nicht mehr " +"sinnvoll, aber aus Kompatibilitätsgründen hier belassen." msgid "**Phong:** Same as above." msgstr "**Phong:** Wie oben." @@ -541,7 +667,7 @@ msgstr "" "**Toon:** Erstellt einen Toon-Blob, dessen Größe sich je nach Rauheit ändert." msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" -msgstr "**Disabled:** Manchmal ist der Blob im Weg. Weg da!" +msgstr "**Disabled:** Manchmal ist der Blob im Weg. Verschwinde!" msgid "Disable Ambient Light" msgstr "Umgebungslicht deaktivieren" @@ -553,9 +679,8 @@ msgstr "" "Lässt das Objekt keine Umgebungsbeleuchtung erhalten, die es sonst " "beleuchten würde." -#, fuzzy msgid "Disable Fog" -msgstr "Deaktiviert" +msgstr "Nebel Deaktivieren" msgid "" "Makes the object unaffected by depth-based or volumetric fog. This is useful " @@ -563,18 +688,21 @@ msgid "" "show the shape of the mesh (even in places where it would be invisible " "without the fog)." msgstr "" +"Macht das Objekt unempfindlich gegenüber tiefenbasiertem oder volumetrischem " +"Nebel. Dies ist nützlich für Partikel oder andere additiv überblendete " +"Materialien, die andernfalls die Form des Meshes zeigen würden (auch an " +"Stellen, an denen es ohne den Nebel unsichtbar wäre)." msgid "Vertex Color" msgstr "Vertex-Farbe" -#, fuzzy msgid "" "This setting allows choosing what is done by default to vertex colors that " "come from your 3D modeling application. By default, they are ignored." msgstr "" -"Mit dieser Einstellung können Sie auswählen, was standardmäßig für Vertex-" -"Farben verwendet werden soll, die aus Ihrer 3D-Modellierungsanwendung " -"stammen. Standardmäßig werden sie ignoriert." +"Mit dieser Einstellung können Sie festlegen, was standardmäßig mit Vertex-" +"Farben aus Ihrer 3D-Modellierungsanwendung geschehen soll. Standardmäßig " +"werden sie ignoriert." msgid "Use as Albedo" msgstr "Als Albedo verwenden" @@ -587,13 +715,12 @@ msgstr "" msgid "Is sRGB" msgstr "Ist sRGB" -#, fuzzy msgid "" "Most 3D modeling software will likely export vertex colors as sRGB, so " "toggling this option on will help them look correct." msgstr "" -"Die meisten 3D-DCCs exportieren Vertex-Farben wahrscheinlich als sRGB. Wenn " -"Sie diese Option aktivieren, sehen sie korrekt aus." +"Die meisten 3D-Modellierungs-Tools exportieren die Vertexfarben als sRGB, so " +"dass das Aktivieren dieser Option dazu beiträgt, dass sie korrekt aussehen." msgid "Albedo" msgstr "Albedo" @@ -608,7 +735,7 @@ msgstr "" "*Albedo* ist die Grundfarbe für das Material, auf das alle anderen " "Einstellungen angewendet werden. Bei der Einstellung *Unschattiert* ist dies " "die einzige sichtbare Farbe. In früheren Versionen von Godot wurde dieser " -"Kanal *Diffuse* genannt. Die Namensänderung erfolgte hauptsächlich, weil " +"Kanal *Diffus* genannt. Die Namensänderung erfolgte hauptsächlich, weil " "diese Farbe in PBR (Physically Based Rendering) viel mehr Berechnungen " "beeinflusst als nur den diffusen Beleuchtungspfad." @@ -637,7 +764,7 @@ msgid "" "reflected. This model is called \"energy-conserving\"." msgstr "" "Godot verwendet aufgrund seiner Einfachheit ein Metallmodell gegenüber " -"Konkurrenzmodellen. Dieser Parameter definiert, wie reflektierend das " +"konkurrierenden Modellen. Dieser Parameter definiert, wie reflektierend das " "Material ist. Je reflektierender, desto weniger diffuses/Umgebungslicht " "beeinflusst das Material und desto mehr Licht wird reflektiert. Dieses " "Modell wird als \"energiesparend\" bezeichnet." @@ -657,7 +784,7 @@ msgid "" "material completely unreflective, just like in real life." msgstr "" "Das minimale interne Reflexionsvermögen beträgt ``0.04``, daher ist es " -"unmöglich ein Material wie im wirklichen Leben vollkommen ohne Reflexion zu " +"unmöglich, ein Material wie im wirklichen Leben vollkommen ohne Reflexion zu " "erstellen." msgid "Roughness" @@ -669,16 +796,15 @@ msgid "" "(simulating natural microsurfacing). Most common types of materials can be " "achieved with the right combination of *Metallic* and *Roughness*." msgstr "" -"*Unebenheit* beeinflusst die Art und Weise, wie Reflexion stattfindet. Ein " -"Wert von ``0`` macht es zu einem perfekten Spiegel, während ein Wert von " -"``1`` die Reflexion vollständig verwischt (Simulation einer natürlichen " +"*Rauheit* beeinflusst die Art und Weise, wie Reflexion stattfindet. Ein Wert " +"von ``0`` macht es zu einem perfekten Spiegel, während ein Wert von ``1`` " +"die Reflexion vollständig verwischt (Simulation einer natürlichen " "Mikrooberfläche). Die meisten gängigen Materialtypen können mit der " -"richtigen Kombination von *Metallisch* und *Unebenheit* erzielt werden." +"richtigen Kombination von *Metallisch* und *Rauheit* erzielt werden." msgid "Emission" msgstr "Emission" -#, fuzzy msgid "" "*Emission* specifies how much light is emitted by the material (keep in mind " "this does not include light surrounding geometry unless :ref:`VoxelGI " @@ -686,14 +812,15 @@ msgid "" "value is added to the resulting final image and is not affected by other " "lighting in the scene." msgstr "" -"*Ausstrahlung* gibt an, wie viel Licht vom Material emittiert wird (beachten " -"Sie, dass dies kein Licht um die Geometrie einschließt, es sei denn :ref:" -"`doc_gi_probes` wird verwendet). Dieser Wert wird zum resultierenden " -"endgültigen Bild hinzugefügt und nicht durch andere Beleuchtung in der Szene " +"*Emission* gibt an, wie viel Licht vom Material emittiert wird (denken Sie " +"daran, dass dies nicht das Licht um die Geometrie herum einschließt, es sei " +"denn, :ref:`VoxelGI ` oder :ref:`SDFGI " +"` werden verwendet). Dieser Wert wird dem endgültigen Bild " +"hinzugefügt und wird nicht durch andere Beleuchtungen in der Szene " "beeinflusst." msgid "Normal map" -msgstr "Normale Zuordnung/Abbildung" +msgstr "Normal Maps" msgid "" "Normal mapping allows you to set a texture that represents finer shape " @@ -701,34 +828,32 @@ msgid "" "Godot, only the red and green channels of normal maps are used for better " "compression and wider compatibility." msgstr "" -"Mit der normalen Zuordnung können Sie eine Textur festlegen, die feinere " -"Formdetails darstellt. Dadurch wird die Geometrie nicht geändert, sondern " -"nur der Einfallswinkel für Licht. In Godot werden nur die roten und grünen " -"Kanäle normaler Karten verwendet, um eine bessere Komprimierung und eine " -"bessere Kompatibilität zu erzielen." +"Mit Normal Mapping können Sie eine Textur festlegen, die feinere Formdetails " +"darstellt. Dabei wird die Geometrie nicht verändert, sondern nur der " +"Einfallswinkel des Lichts. In Godot werden nur die roten und grünen Kanäle " +"der Normal Maps verwendet, um eine bessere Komprimierung und eine größere " +"Kompatibilität zu erreichen." -#, fuzzy msgid "" "Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is " "known as OpenGL style. If you've imported a material made to be used with " "another engine it may be DirectX style, in which case the normal map needs " "to be converted so its Y axis is flipped." msgstr "" -"Godot benötigt die normale Karte, um die X+ -, Y- und Z+ -Koordinaten zu " -"verwenden. Mit anderen Worten, wenn Sie ein Material importiert haben, das " -"für die Verwendung mit einer anderen Engine erstellt wurde, müssen Sie " -"möglicherweise die normale Karte so konvertieren, dass ihre Y-Achse " -"umgedreht wird. Andernfalls scheint die normale Kartenrichtung auf der Y-" -"Achse invertiert zu sein." +"Godot benötigt die Normal Map, um die X+, Y+ und Z+-Koordinaten zu " +"verwenden, dies ist bekannt als OpenGL-Stil. Wenn Sie ein Material " +"importiert haben, das mit einer anderen Engine verwendet werden soll, kann " +"es auch im DirectX-Stil vorliegen. In diesem Fall muss die Normal Map " +"konvertiert werden, damit ihre Y-Achse gespiegelt wird." msgid "" "More information about normal maps (including a coordinate order table for " "popular engines) can be found `here `__." msgstr "" -"Weitere Informationen über Normal Maps (einschließlich einer " -"Koordinatenordnungstabelle für populäre Engines) finden Sie `hier `__." +"Weitere Informationen über Normal Maps (einschließlich einer Tabelle für die " +"Koordinatenreihenfolge populärer Engines) finden Sie `hier `__." msgid "Rim" msgstr "Umrandung" @@ -741,10 +866,10 @@ msgid "" "considerably more believable." msgstr "" "Einige Gewebe haben einen sehr feinen Flaum, durch den Licht gestreut wird. " -"Godot emuliert dies mit dem Parameter *Rim (Randbereich)*. Im Gegensatz zu " -"anderen Randbeleuchtungsimplementierungen, die nur den Strahlungskanal " -"verwenden, berücksichtigt diese tatsächlich Licht (kein Licht bedeutet kein " -"Randbereich). Dies macht den Effekt wesentlich glaubwürdiger." +"Godot emuliert dies mit dem Parameter *Umrandung*. Im Gegensatz zu anderen " +"Randbeleuchtungsimplementierungen, die nur den Emissionskanal verwenden, " +"berücksichtigt diese tatsächlich Licht (kein Licht bedeutet keine " +"Umrandung). Dies macht den Effekt wesentlich glaubwürdiger." msgid "" "Rim size depends on roughness, and there is a special parameter to specify " @@ -752,11 +877,11 @@ msgid "" "for the rim. If *Tint* is ``1``, then the albedo of the material is used. " "Using intermediate values generally works best." msgstr "" -"Der Außenrandbereich hängt von der Rauheit ab, und es gibt einen speziellen " +"Die Umrandung hängt von der Rauheit ab, und es gibt einen speziellen " "Parameter der angibt, wie er gefärbt werden muss. Wenn *Tint* ``0`` ist, " -"wird die Farbe des Lichts für den Rand verwendet. Wenn *Tint* ``1`` ist, " -"wird die Albedo des Materials verwendet. Die Verwendung von Zwischenwerten " -"funktioniert im Allgemeinen am besten." +"wird die Farbe des Lichts für die Umrandung verwendet. Wenn *Tint* ``1`` " +"ist, wird das Albedo des Materials verwendet. Die Verwendung von " +"Zwischenwerten funktioniert im Allgemeinen am besten." msgid "Clearcoat" msgstr "Klarlack" @@ -767,9 +892,9 @@ msgid "" "it's a smaller specular blob added on top of the existing material." msgstr "" "Der Parameter *Klarlack* wird verwendet, um dem Material einen zweiten " -"Durchgang transparenter Beschichtung hinzuzufügen. Dies ist bei Autolacken " -"und Spielzeugen üblich. In der Praxis ist es ein kleinerer Spiegelklecks, " -"der über dem vorhandenen Material hinzugefügt wird." +"Durchgang einer transparenten Schicht hinzuzufügen. Dies ist bei Autolacken " +"und Spielzeug üblich. In der Praxis handelt es sich um einen kleineren " +"spiegelnden Fleck, der über das vorhandene Material gelegt wird." msgid "Anisotropy" msgstr "Anisotropie" @@ -780,9 +905,13 @@ msgid "" "aluminum more realistic. It works especially well when combined with " "flowmaps." msgstr "" +"Dadurch wird die Form des spiegelnden Blobs verändert und am Tangentenraum " +"ausgerichtet. Anisotropie wird häufig bei Haaren verwendet, oder um " +"Materialien wie gebürstetes Aluminium realistischer zu gestalten. Sie " +"funktioniert besonders gut in Kombination mit Flowmaps." msgid "Ambient Occlusion" -msgstr "Umgebungsverdeckung" +msgstr "Ambient Occlusion" msgid "" "It is possible to specify a baked ambient occlusion map. This map affects " @@ -792,6 +921,13 @@ msgid "" "quality of a well-baked AO map. It is recommended to bake ambient occlusion " "whenever possible." msgstr "" +"Es ist möglich, eine gebackene Ambient Occlusion-Karte anzugeben. Diese " +"Karte wirkt sich darauf aus, wie viel Umgebungslicht jede Oberfläche des " +"Objekts erreicht (standardmäßig wirkt sie sich nicht auf das direkte Licht " +"aus). Es ist zwar möglich, Screen-Space Ambient Occlusion (SSAO) zur " +"Erzeugung von Ambient Occlusion zu verwenden, aber nichts geht über die " +"Qualität einer gut gebackenen AO-Karte. Es wird empfohlen, Ambient Occlusion " +"wann immer möglich zu backen." msgid "Height" msgstr "Höhe" @@ -803,6 +939,13 @@ msgid "" "objects, but it produces a realistic depth effect for textures. For best " "results, *Depth* should be used together with normal mapping." msgstr "" +"Wenn Sie eine Tiefenkarte für ein Material festlegen, wird eine " +"strahlenförmige Suche durchgeführt, um die korrekte Verschiebung von " +"Hohlräumen entlang der Blickrichtung zu emulieren. Dies ist keine echte " +"hinzugefügte Geometrie, sondern eine Illusion von Tiefe. Bei komplexen " +"Objekten funktioniert das vielleicht nicht, aber bei Texturen erzeugt es " +"einen realistischen Tiefeneffekt. Um optimale Ergebnisse zu erzielen, sollte " +"*Tiefe* zusammen mit Normal Mapping verwendet werden." msgid "Subsurface Scattering" msgstr "Subsurface Scattering" @@ -816,16 +959,15 @@ msgstr "" "gestreut wird und dann austritt. Es ist nützlich um realistische Haut, " "Marmor, farbige Flüssigkeiten usw. zu erstellen." -#, fuzzy msgid "Back Lighting" -msgstr "Beleuchtung einbrennen" +msgstr "Hintergrundbeleuchtung" msgid "" "This controls how much light from the lit side (visible to light) is " "transferred to the dark side (opposite from the light). This works well for " "thin objects such as plant leaves, grass, human ears, etc." msgstr "" -"Hiermit wird gesteuert wie viel Licht von der beleuchteten Seite (sichtbar " +"Hiermit wird gesteuert, wie viel Licht von der beleuchteten Seite (sichtbar " "für Licht) auf die dunkle Seite (gegenüber dem Licht) übertragen wird. Dies " "funktioniert gut für dünne Objekte wie Pflanzenblätter, Gras, menschliche " "Ohren usw." @@ -833,54 +975,71 @@ msgstr "" msgid "Refraction" msgstr "Brechung" -#, fuzzy msgid "" "When refraction is enabled, Godot attempts to fetch information from behind " "the object being rendered. This allows distorting the transparency in a way " "similar to refraction in real life." msgstr "" -"Wenn die Brechung aktiviert ist, ersetzt sie die Alpha-Überblendung und " -"Godot versucht stattdessen Informationen hinter dem gerenderten Objekt " -"abzurufen. Dies ermöglicht eine Verzerrung der Transparenz auf ähnliche " -"Weise wie die Brechung im wirklichen Leben." +"Wenn die Brechung aktiviert ist, versucht Godot, Informationen von der " +"Rückseite des gerenderten Objekts zu erhalten. Dies ermöglicht eine " +"Verzerrung der Transparenz, die der Brechung im wirklichen Leben ähnelt." msgid "" "Remember to use a transparent albedo texture (or reduce the albedo color's " "alpha channel) to make refraction visible, as refraction relies on " "transparency to have a visible effect." msgstr "" +"Denken Sie daran, eine transparente Albedo-Textur zu verwenden (oder den " +"Alpha-Kanal der Albedo-Farbe zu reduzieren), um die Brechung sichtbar zu " +"machen, da die Brechung auf Transparenz angewiesen ist, um einen sichtbaren " +"Effekt zu haben." msgid "" "A normal map can optionally be specified in the **Refraction Texture** " "property to allow distorting the refraction's direction on a per-pixel basis." msgstr "" +"In der Property **Brechungstextur** kann optional eine Normal Map angegeben " +"werden, um die Brechungsrichtung auf Pixel-Basis zu verzerren." msgid "" "Refraction is implemented as a screen-space effect and forces the material " "to be transparent. This makes the effect relatively fast, but this results " "in some limitations:" msgstr "" +"Die Brechung ist als Screen-Space-Effekt implementiert und zwingt das " +"Material, transparent zu sein. Dadurch ist der Effekt relativ schnell, was " +"jedoch einige Einschränkungen mit sich bringt:" msgid "" ":ref:`Transparency sorting " "` issues may occur." msgstr "" +":ref:`Transparenzsortierungs- " +"` Probleme können " +"auftreten." msgid "" "The refractive material cannot refract onto itself, or onto other " "transparent materials. A refractive material behind another transparent " "material will be invisible." msgstr "" +"Das lichtbrechende Material kann sich nicht an sich selbst oder an anderen " +"transparenten Materialien brechen. Ein lichtbrechendes Material, das sich " +"hinter einem anderen transparenten Material befindet, ist unsichtbar." msgid "" "Off-screen objects cannot appear in the refraction. This is most noticeable " "with high refraction strength values." msgstr "" +"Objekte außerhalb des Bildschirms können nicht in der Brechung erscheinen. " +"Dies ist besonders bei hohen Werten für die Brechungsstärke zu beobachten." msgid "" "Opaque materials in front of the refractive material will appear to have " "\"refracted\" edges, even though they shouldn't." msgstr "" +"Undurchsichtige Materialien vor dem lichtbrechenden Material haben scheinbar " +"\"gebrochene\" Kanten, obwohl sie das nicht sollten." msgid "Detail" msgstr "Details" @@ -890,14 +1049,15 @@ msgid "" "texture, which can be blended in many ways. By combining this with secondary " "UV or triplanar modes, many interesting textures can be achieved." msgstr "" -"Godot ermöglicht die Verwendung von sekundärer Albedo und normalen Karten, " -"um eine Detailtextur zu erzeugen, die auf viele Arten gemischt werden kann. " +"Godot ermöglicht die Verwendung von sekundärer Albedo und Normal Maps, um " +"eine Detailtextur zu erzeugen, die auf viele Arten überblendet werden kann. " "Durch die Kombination mit sekundären UV- oder triplanaren Modi können viele " "interessante Texturen erzielt werden." msgid "There are several settings that control how detail is used." msgstr "" -"Es gibt verschiedene Einstellungen die steuern, wie Details verwendet werden." +"Es gibt verschiedene Einstellungen, die steuern, wie Details verwendet " +"werden." msgid "" "Mask: The detail mask is a black and white image used to control where the " @@ -905,15 +1065,16 @@ msgid "" "is for the regular material textures, different shades of gray are for " "partial blending of the material textures and detail textures." msgstr "" -"Maske: Die Detailmaske ist ein Schwarzweißbild mit dem gesteuert wird, wo " -"das Mischen auf einer Textur stattfindet. Weiß steht für die Detailtexturen, " -"Schwarz für die normalen Materialtexturen, verschiedene Graustufen für die " -"teilweise Überblendung der Materialtexturen und Detailtexturen." +"Maske: Die Detailmaske ist ein Schwarzweißbild, mit dem gesteuert wird, wo " +"das Blending auf einer Textur stattfindet. Weiß steht für die " +"Detailtexturen, Schwarz für die normalen Materialtexturen, verschiedene " +"Graustufen für die teilweises Blending der Materialtexturen und " +"Detailtexturen." msgid "" "Blend Mode: These four modes control how the textures are blended together." msgstr "" -"Übergangsmodus: Diese vier Modi steuern, wie die Texturen ineinander " +"Mischmodus: Diese vier Modi steuern, wie die Texturen ineinander " "überblenden.." msgid "" @@ -921,12 +1082,19 @@ msgid "" "material texture, at white, only show the detail texture. Values of gray " "create a smooth blend between the two." msgstr "" +"Mischen: Kombiniert die Pixelwerte der beiden Texturen. Bei Schwarz wird nur " +"die Materialtextur angezeigt, bei Weiß nur die Detailtextur. Graue Werte " +"erzeugen weiches Blending zwischen den beiden." msgid "" "Add: Adds pixel values of one Texture with the other. Unlike mix mode both " "textures are completely mixed at white parts of a mask and not at gray " "parts. The original texture is mostly unchanged at black" msgstr "" +"Hinzufügen: Addiert die Pixelwerte der einen Textur mit der anderen. Im " +"Gegensatz zum Mischmodus werden beide Texturen in den weißen Bereichen einer " +"Maske vollständig gemischt und nicht in den grauen Bereichen. Die " +"ursprüngliche Textur bleibt bei Schwarz weitgehend unverändert" msgid "" "Sub: Subtracts pixel values of one texture with the other. The second " @@ -934,8 +1102,11 @@ msgid "" "subtraction in black parts, gray parts being different levels of subtraction " "based on the exact texture." msgstr "" +"Sub: Subtrahiert die Pixelwerte der einen Textur von der anderen. Die zweite " +"Textur wird in den weißen Teilen einer Maske vollständig subtrahiert, in den " +"schwarzen Teilen nur ein wenig, in den grauen Teilen je nach der genauen " +"Textur unterschiedlich stark." -#, fuzzy msgid "" "Mul: Multiplies the RGB channel numbers for each pixel from the top texture " "with the values for the corresponding pixel from the bottom texture." @@ -947,14 +1118,16 @@ msgid "" "Albedo: This is where you put an albedo texture you want to blend. If " "nothing is in this slot it will be interpreted as white by default." msgstr "" +"Albedo: Hier können Sie eine Albedo-Textur einfügen, die Sie überblenden " +"möchten. Wenn hier nichts eingetragen ist, wird die Textur standardmäßig als " +"weiß interpretiert." -#, fuzzy msgid "" "Normal: This is where you put a normal texture you want to blend. If nothing " "is in this slot it will be interpreted as a flat normal map. This can still " "be used even if the material does not have normal map enabled." msgstr "" -"Normal: Hier können Sie eine Normalen-Textur einfügen, die Sie überblenden " +"Normale: Hier können Sie eine Normalen-Textur einfügen, die Sie überblenden " "möchten. Wenn nichts in diesem Slot ist, wird es als eine flache Normal Map " "interpretiert. Dies kann auch dann verwendet werden, wenn für das Material " "keine Normal Map aktiviert ist." @@ -967,9 +1140,13 @@ msgid "" "for ambient occlusion or emission (baked light). UVs can be scaled and " "offset, which is useful when using repeating textures." msgstr "" +"Godot unterstützt zwei UV-Kanäle pro Material. Sekundär-UV ist oft nützlich " +"für Ambient Occlusion oder Emission (gebackenes Licht). UVs können skaliert " +"und versetzt werden, was bei der Verwendung sich wiederholender Texturen " +"nützlich ist." msgid "Triplanar Mapping" -msgstr "Triplanare Mapping" +msgstr "Triplanares Mapping" msgid "" "Triplanar mapping is supported for both UV1 and UV2. This is an alternative " @@ -977,23 +1154,30 @@ msgid "" "Textures are sampled in X, Y and Z and blended by the normal. Triplanar " "mapping can be performed in either world space or object space." msgstr "" +"Triplanares Mapping wird sowohl für UV1 als auch für UV2 unterstützt. Dies " +"ist ein alternativer Weg, um Texturkoordinaten zu erhalten, manchmal auch " +"\"Autotextur\" genannt. Texturen werden in X, Y und Z abgetastet und durch " +"die Normalen überlagert. Triplanares Mapping kann entweder im World-Space " +"oder im Object-Space durchgeführt werden." msgid "" "In the image below, you can see how all primitives share the same material " "with world triplanar, so the brick texture continues smoothly between them." msgstr "" +"In der Abbildung unten sehen Sie, wie alle Primitive das gleiche Material " +"mit der Welt triplanar teilen, so dass die Ziegelsteintextur nahtlos " +"zwischen ihnen übergeht." msgid "World Triplanar" -msgstr "Welt triplanar" +msgstr "World-Triplanar" -#, fuzzy msgid "" "When using triplanar mapping, it is computed in object local space. This " "option makes it use world space instead." msgstr "" -"Bei Verwendung der dreiflächigen (Triplanar) Zuordnung (siehe unten in den " -"Einstellungen für UV1 und UV2) wird im lokalen Objektraum triplanar " -"berechnet. Mit dieser Option funktioniert Triplanar im Raum." +"Bei der Verwendung der triplanaren Abbildung wird sie im Local-Space des " +"Objekts berechnet. Mit dieser Option wird stattdessen der World-Space " +"verwendet." msgid "Sampling" msgstr "Sampling" @@ -1006,6 +1190,9 @@ msgid "" "page` for a full list of " "options and their description." msgstr "" +"Die Filtermethode für die von dem Material verwendeten Texturen. Siehe :ref:" +"`diese Seite ` für eine " +"vollständige Liste der Optionen und ihre Beschreibung." msgid "Repeat" msgstr "Wiederholen" @@ -1015,6 +1202,10 @@ msgid "" "`this page` for a full list of " "options and their description." msgstr "" +"ob die vom Material verwendeten Texturen sich wiederholen, und wie sie sich " +"wiederholen. Siehe :ref:`diese Seite " +"` für eine vollständige Liste " +"der Optionen und ihre Beschreibung." msgid "Shadows" msgstr "Schatten" @@ -1044,50 +1235,50 @@ msgid "Billboard" msgstr "Billboard" msgid "Billboard Mode" -msgstr "Plakatwandmodus" +msgstr "Billboard-Modus" msgid "" "Enables billboard mode for drawing materials. This controls how the object " "faces the camera:" msgstr "" -"Aktiviert den Billboard-Modus für Zeichnungsmaterialien. Damit wird " -"gesteuert, wie das Objekt der Kamera zugewandt ist:" +"Aktiviert den Billboard-Modus für Zeichenmaterialien. Damit wird gesteuert, " +"wie das Objekt der Kamera zugewandt ist:" msgid "**Disabled:** Billboard mode is disabled." -msgstr "**Disabled:** Der Billboard-Modus ist deaktiviert." +msgstr "**Deaktiviert:** Der Billboard-Modus ist deaktiviert." -#, fuzzy msgid "" "**Enabled:** Billboard mode is enabled. The object's -Z axis will always " "face the camera's viewing plane." msgstr "" -"**Aktiviert:** Ist der Billboard-Modus aktiviert, zeigt die -Z-Achse des " -"Objekts immer in Richtung der Kamera." +"**Aktiviert:** Der Billboard-Modus ist aktiviert. Die Z-Achse des Objekts " +"zeigt immer in Richtung der Betrachtungsebene der Kamera." -#, fuzzy msgid "" "**Y-Billboard:** The object's X axis will always be aligned with the " "camera's viewing plane." msgstr "" -"**Y-Billboard:** Die X-Achse des Objekts wird immer auf die Kamera " -"ausgerichtet." +"**Y-Billboard:** Die X-Achse des Objekts wird immer an der Betrachtungsebene " +"der Kamera ausgerichtet." -#, fuzzy msgid "" "**Particle Billboard:** Most suited for particle systems, because it allows " "specifying :ref:`flipbook animation " "`." msgstr "" -"**Partikel:** Am besten geeignet für Partikelsysteme, da hier " -"Animationsoptionen festgelegt werden können." +"**Partikel-Billboard:** Am besten geeignet für Partikelsysteme, da es die " +"Angabe von :ref:`Flipbook-Animationen " +"` erlaubt." msgid "" "The **Particles Anim** section is only visible when the billboard mode is " "**Particle Billboard**." msgstr "" +"Der Abschnitt **Partikelanimation** ist nur sichtbar, wenn der Billboard-" +"Modus **Partikel-Billboard** ist." msgid "Billboard Keep Scale" -msgstr "Plakatwand Verhältnis beibehalten" +msgstr "Billboard-Skalierung beibehalten" msgid "Enables scaling a mesh in billboard mode." msgstr "Ermöglicht die Skalierung eines Mesh im Billboard-Modus." @@ -1103,6 +1294,10 @@ msgid "" "This is commonly used to create cheap outlines. Add a second material pass, " "make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" +"Dies wird üblicherweise verwendet, um günstige Umrisse zu erstellen. Fügen " +"Sie einen zweiten Materialdurchlauf hinzu, machen Sie ihn schwarz und " +"schattenlos, kehren Sie das Culling um (Cull Vorderseite) und fügen Sie " +"etwas Wachstum hinzu:" msgid "Transform" msgstr "Transformation" @@ -1116,22 +1311,21 @@ msgid "" "render priority) and some types of billboards." msgstr "" "Dadurch wird das Objekt unabhängig von der Entfernung mit derselben Größe " -"gerendert. Dies ist vor allem für Anzeigegeräte (kein Tiefentest und hohe " -"Renderpriorität) und einige Arten von Werbetafeln nützlich." +"gerendert. Dies ist vor allem für Anzeigegeräte (keine Tiefenprüfung und " +"hohe Renderpriorität) und einige Arten von Billboards nützlich." msgid "Use Point Size" msgstr "Punktgröße verwenden" -#, fuzzy msgid "" "This option is only effective when the geometry rendered is made of points " "(generally it's made of triangles when imported from 3D modeling software). " "If so, then those points can be resized (see below)." msgstr "" "Diese Option ist nur wirksam, wenn die gerenderte Geometrie aus Punkten " -"besteht (im Allgemeinen besteht sie aus Dreiecken, wenn sie aus 3D-DCCs " -"importiert wird). In diesem Fall kann die Größe dieser Punkte geändert " -"werden (siehe unten)." +"besteht (beim Import aus einer 3D-Modellierungssoftware besteht sie im " +"Allgemeinen aus Dreiecken). Wenn dies der Fall ist, kann die Größe dieser " +"Punkte geändert werden (siehe unten)." msgid "Point Size" msgstr "Punktgröße" @@ -1143,7 +1337,7 @@ msgid "Transmission" msgstr "Übertragung" msgid "Proximity and Distance Fade" -msgstr "Verblassen bei Nähe und Distanz" +msgstr "Nah- und Fernausblendung" msgid "" "Godot allows materials to fade by proximity to each other as well as " @@ -1151,11 +1345,17 @@ msgid "" "effects such as soft particles or a mass of water with a smooth blending to " "the shores." msgstr "" +"Godot ermöglicht es, Materialien in Abhängigkeit von der Nähe zueinander und " +"vom Abstand zum Betrachter auszublenden. Die Nahausblendung ist nützlich für " +"Effekte wie weiche Partikel oder eine Wassermasse mit sanftem Übergang zu " +"den Ufern." msgid "" "Distance fade is useful for light shafts or indicators that are only present " "after a given distance." msgstr "" +"Die Fernausblendung ist nützlich für Lichtschächte oder Blinker, die erst ab " +"einer bestimmten Entfernung vorhanden sind." msgid "" "Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** " @@ -1165,31 +1365,40 @@ msgid "" "when they get too close to the camera, consider using **Pixel Dither** or " "better, **Object Dither** (which is even faster than **Pixel Dither**)." msgstr "" +"Beachten Sie, dass das Aktivieren von \"Nahausblendung\" oder " +"\"Fernausblendung\" mit dem Modus **Pixel Alpha** das Alpha-Blending " +"aktiviert. Alpha-Blending ist GPU-intensiver und kann Probleme bei der " +"Transparenzsortierung verursachen. Das Alpha-Blending deaktiviert auch viele " +"Materialfunktionen, wie z. B. die Fähigkeit, Schatten zu werfen. Um einen " +"Charakter auszublenden, wenn er der Kamera zu nahe kommt, sollten Sie " +"**Pixel-Dither** oder besser **Objekt-Dither** verwenden (das noch schneller " +"ist als **Pixel-Dither**)." msgid "Material Settings" msgstr "Material-Einstellungen" msgid "Render priority" -msgstr "Render Reihenfolge" +msgstr "Render-Reihenfolge" -#, fuzzy msgid "" "The rendering order of objects can be changed, although this is mostly " "useful for transparent objects (or opaque objects that perform depth draw " "but no color draw, such as cracks on the floor)." msgstr "" -"Die Rendering-Reihenfolge von Objekten kann geändert werden, obwohl dies vor " -"allem bei transparenten Objekten nützlich sein kann (oder bei " -"undurchsichtigen Objekten, die eine Tiefenzeichnung, aber keine " -"Farbzeichnung durchführen, wie z. B. Risse auf dem Boden)." +"Die Render-Reihenfolge von Objekten kann geändert werden, obwohl dies vor " +"allem bei transparenten Objekten nützlich ist (oder bei undurchsichtigen " +"Objekten, die eine Tiefenzeichnung, aber keine Farbzeichnung durchführen, " +"wie z. B. Risse auf dem Boden)." msgid "Next Pass" -msgstr "Nächster Durchgang" +msgstr "Nächster Durchlauf" msgid "" "Sets the material to be used for the next pass. This renders the object " "again with a different material." msgstr "" +"Legt das Material fest, das für den nächsten Durchlauf verwendet werden " +"soll. Dadurch wird das Objekt erneut mit einem anderen Material gerendert." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po index f993f5306b..efef65dbb3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,11 +24,16 @@ msgid "" "Decals are only supported in the Clustered Forward and Forward Mobile " "rendering backends, not the Compatibility backend." msgstr "" +"Decals werden nur in den Rendering-Backends Clustered Forward und Forward " +"Mobile unterstützt, nicht im Kompatibilität-Backend." msgid "" "If using the Compatibility backend, consider using Sprite3D as an " "alternative for projecting decals onto (mostly) flat surfaces." msgstr "" +"Wenn Sie das Kompatibilität-Backend verwenden, sollten Sie Sprite3D als " +"Alternative für die Projektion von Decals auf (meist) flache Oberflächen in " +"Betracht ziehen." msgid "" "Decals are projected textures that apply on opaque or transparent surfaces " @@ -36,45 +41,59 @@ msgid "" "generation. This allows you to move decals every frame with only a small " "performance impact, even when applied on complex meshes." msgstr "" +"Decals sind projizierte Texturen, die auf undurchsichtige oder transparente " +"Oberflächen in 3D aufgebracht werden. Diese Projektion erfolgt in Echtzeit " +"und ist nicht von der Mesh-Generierung abhängig. So können Sie Decals bei " +"jedem Frame mit nur geringen Leistungseinbußen verschieben, selbst wenn sie " +"auf komplexe Meshes angewendet werden." msgid "" "While decals cannot add actual geometry detail onto the projected surface, " "decals can still make use of physically-based rendering to provide similar " "properties to full-blown :abbr:`PBR (Physically-Based Rendering)` materials." msgstr "" +"Decals können zwar keine tatsächlichen Geometriedetails auf der projizierten " +"Oberfläche hinzufügen, aber Decals können das physikalisch basierte " +"Rendering nutzen, um ähnliche Eigenschaften wie vollwertige :abbr:`PBR " +"(Physically-Based Rendering)`-Materialien zu bieten." -#, fuzzy msgid "On this page, you'll learn:" msgstr "Auf dieser Seite erfahren Sie:" msgid "How to set up decals in the 3D editor." -msgstr "" +msgstr "Wie man Decals im 3D-Editor einrichtet." msgid "" "How to create decals during gameplay in a 3D scene (such as bullet impacts)." msgstr "" +"Wie man Decals während des Spiels in einer 3D-Szene erstellt (z. B. " +"Geschosseinschläge)." msgid "How to balance decal configuration between performance and quality." msgstr "" +"Wie man bei der Konfiguration von Decals ein Gleichgewicht zwischen " +"Performance und Qualität findet." msgid "" "The Godot demo projects repository contains a `3D decals demo `__." msgstr "" -"Das Godot-Demoprojekt-Repository enthält eine \"3D-Decals\"-Demo `__." msgid "" "If you're looking to write arbitrary 3D text on top of a surface, use :ref:" "`doc_3d_text` placed close to a surface instead of a Decal node." msgstr "" +"Wenn Sie einen beliebigen 3D-Text auf eine Oberfläche schreiben wollen, " +"verwenden Sie :ref:`doc_3d_text`, der in der Nähe einer Oberfläche platziert " +"wird, anstatt eines Decal Nodes." msgid "Use cases" msgstr "Anwendungsfälle" -#, fuzzy msgid "Static decoration" -msgstr "Statische Funktionen" +msgstr "Statische Dekoration" msgid "" "Sometimes, the fastest way to add texture detail to a scene is to use " @@ -85,32 +104,47 @@ msgid "" "example, decals can be used to add nuts and bolts on top of hard-surface " "geometry." msgstr "" +"Manchmal ist der schnellste Weg, einer Szene Texturdetails hinzuzufügen, die " +"Verwendung von Decals. Dies gilt insbesondere für organische Details, wie z. " +"B. Schmutz- oder Sandflecken, die auf einer großen Fläche verstreut sind. " +"Decals können dazu beitragen, die Wiederholung von Texturen in Szenen " +"aufzubrechen und Muster natürlicher aussehen zu lassen. In kleinerem Maßstab " +"können Decals auch verwendet werden, um Detailvariationen für Objekte zu " +"erstellen. Mit Decals lassen sich zum Beispiel Schrauben und Muttern auf " +"einer harten Oberflächen-Geometrie anbringen." msgid "" "Since decals can inject their own :abbr:`PBR (Physically-Based Rendering)` " "properties on top of the projected surfaces, they can also be used to create " "footprints or wet puddles." msgstr "" +"Da Decals ihre eigenen :abbr:`PBR (Physically-Based Rendering)`-" +"Eigenschaften auf die projizierten Oberflächen aufbringen können, lassen " +"sich mit ihnen auch Fußabdrücke oder nasse Pfützen erzeugen." msgid "Dirt added on top of level geometry using decals" -msgstr "" +msgstr "Mit Decals auf die Level-Geometrie aufgetragene Verschmutzung" msgid "Dynamic gameplay elements" -msgstr "" +msgstr "Dynamische Gameplay-Elemente" msgid "" "Decals can represent temporary or persistent gameplay effects such as bullet " "impacts and explosion scorches." msgstr "" +"Decals können temporäre oder dauerhafte Spieleffekte darstellen, wie z. B. " +"Einschläge von Kugeln oder Brandflecken von Explosionen." msgid "" "Using an AnimationPlayer node or a script, decals can be made to fade over " "time (and then be removed using ``queue_free()``) to improve performance." msgstr "" +"Mit einem AnimationPlayer-Node oder einem Skript können Decals mit der Zeit " +"verblassen (und dann mit ``queue_free()`` entfernt werden), um die " +"Performance zu verbessern." -#, fuzzy msgid "Blob shadows" -msgstr "Kontakt-Schatten" +msgstr "Blob-Schatten" msgid "" "Blob shadows are frequently used in mobile projects (or to follow a retro " @@ -120,6 +154,13 @@ msgid "" "makes dynamic objects in lightmapped scenes look flat in comparison to real-" "time lighting, with dynamic objects almost looking like they're floating." msgstr "" +"Blob-Schatten werden häufig in Projekten für mobile Geräte verwendet (oder " +"um einen Retro-Art-Stil zu erreichen), da Echtzeit-Beleuchtung auf Low-End-" +"Mobilgeräten tendenziell zu teuer ist. Wenn Sie sich jedoch auf gebackene " +"Lightmaps mit vollständig gebackenen Lichtern verlassen, werfen dynamische " +"Objekte *keinen* Schatten von diesen Lichtern. Dadurch sehen dynamische " +"Objekte in Lightmapping-Szenen im Vergleich zur Echtzeit-Beleuchtung flach " +"aus, und dynamische Objekte sehen fast so aus, als würden sie schweben." msgid "" "Thanks to blob shadows, dynamic objects can still cast an approximative " @@ -128,6 +169,11 @@ msgid "" "length can be extended to let the player know where they will land if they " "fall straight down." msgstr "" +"Mithilfe von Blob-Schatten können dynamische Objekte dennoch einen " +"annähernden Schatten werfen. Dies hilft nicht nur bei der Tiefenwahrnehmung " +"in der Szene, sondern kann auch ein Gameplay-Element sein, insbesondere in " +"3D-Plattformern. Die Länge des Blob-Schatten kann verlängert werden, damit " +"der Spieler weiß, wo er landen wird, wenn er gerade herunterfällt." msgid "" "Even with real-time lighting, blob shadows can still be useful as a form of " @@ -135,28 +181,30 @@ msgid "" "due to its screen-space nature. For example, vehicles' underside shadows are " "well-represented using blob shadows." msgstr "" +"Selbst bei Echtzeit-Beleuchtung können Blob-Schatten als eine Form der " +"Umgebungsschattierung in Situationen nützlich sein, in denen SSAO zu teuer " +"oder zu instabil ist, da es sich um einen Bildschirmschatten handelt. Zum " +"Beispiel werden die Schatten der Unterseite von Fahrzeugen durch Blob-" +"Schatten gut dargestellt." msgid "Blob shadow under object comparison" -msgstr "" +msgstr "Blob-Schatten unter Objektvergleich" msgid "Quick start guide" msgstr "Schnellstart-Anleitung" -#, fuzzy msgid "Creating decals in the editor" -msgstr "Verbinden von Signalen im Editor" +msgstr "Erstellen von Decals im Editor" -#, fuzzy msgid "Create a Decal node in the 3D editor." -msgstr "Erstelle ein komplettes 2D-Spiel mit dem Godot-Editor." +msgstr "Erstellen Sie einen Decal-Node im 3D-Editor." -#, fuzzy msgid "" "In the inspector, expand the **Textures** section and load a texture in " "**Textures > Albedo**." msgstr "" -"Im Inspektor, klappen Sie die Abteilung *Material* aus und weisen Sie dem " -"Steckplatz *0* ein *SpatialMaterial* zu." +"Erweitern Sie im Inspektor den Bereich **Texturen** und laden Sie unter " +"**Texturen > Albedo** eine Textur." msgid "" "Move the Decal node towards an object, then rotate it so the decal is " @@ -166,6 +214,13 @@ msgid "" "prevent the Decal from being projected on surfaces that are not facing the " "decal." msgstr "" +"Bewegen Sie den Decal-Node in Richtung eines Objekts und drehen Sie ihn dann " +"so, dass das Decal sichtbar ist (und die richtige Ausrichtung hat). Wenn das " +"Decals gespiegelt erscheint, versuchen Sie, es um 180 Grad zu drehen. Sie " +"können überprüfen, ob das Decal richtig ausgerichtet ist, indem Sie " +"**Parameter > Normalen-Fading** auf 0,5 erhöhen. Dadurch wird verhindert, " +"dass das Decal auf Oberflächen projiziert wird, die nicht auf das Decal " +"ausgerichtet sind." msgid "" "If your decal is meant to affect static objects only, configure it to " @@ -175,19 +230,28 @@ msgid "" "layers. For instance, you can move them from layer 1 to layer 2, then " "disable layer 2 in the decal's **Cull Mask** property." msgstr "" +"Wenn Ihr Decal nur statische Objekte beeinflussen soll, konfigurieren Sie es " +"so, dass es dynamische Objekte nicht beeinflusst (oder umgekehrt). Ändern " +"Sie dazu die Property **Cull Maske** des Decals, um bestimmte Ebenen " +"auszuschließen. Ändern Sie anschließend die Nodes Ihrer dynamischen Objekte " +"in MeshInstance3D, um ihre Sichtbarkeitsebenen zu ändern. Sie können sie zum " +"Beispiel von Ebene 1 auf Ebene 2 verschieben und dann Ebene 2 in der **Cull " +"Maske**-Property des Decals deaktivieren." msgid "Decal node properties" -msgstr "Decal-Node-Eigenschaften" +msgstr "Decal-Node-Propertys" msgid "" "**Extents:** The size of the decal. The Y axis determines the length of the " "decal's projection. Keep the projection length as short as possible to " "improve culling opportunities, therefore improving performance." msgstr "" +"**Ausmaße:** Die Größe des Decals. Die Y-Achse bestimmt die Länge der " +"Projektion des Decals. Halten Sie die Projektionslänge so kurz wie möglich, " +"um die Auslesemöglichkeiten und damit die Performance zu verbessern." -#, fuzzy msgid "Textures" -msgstr "Textur" +msgstr "Texturen" msgid "" "**Albedo:** The albedo (diffuse/color) map to use for the decal. In most " @@ -196,6 +260,12 @@ msgid "" "channel will be used as a mask to determine how much the normal/ORM maps " "will affect the underlying surface." msgstr "" +"**Albedo:** Die Albedo-Map (Diffus/Farbe), die für das Decal verwendet " +"werden soll. In den meisten Fällen ist dies die Textur, die Sie zuerst " +"festlegen möchten. Wenn Sie eine Normal- oder ORM-Map verwenden, *muss* eine " +"Albedo-Map eingestellt werden, um einen Alphakanal zu erhalten. Dieser " +"Alphakanal wird als Maske verwendet, um zu bestimmen, wie stark die Normal-/" +"ORM-Maps die darunter liegende Oberfläche beeinflussen." msgid "" "**Normal:** The normal map to use for the decal. This can be used to " @@ -203,6 +273,11 @@ msgid "" "The impact of this texture is multiplied by the albedo texture's alpha " "channel (but not **Albedo Mix**)." msgstr "" +"**Normal:** Die für das Decal zu verwendende Normal Map. Sie kann verwendet " +"werden, um die Detailgenauigkeit des Decals zu erhöhen, indem die Reaktion " +"des Lichts auf das Decal verändert wird. Die Wirkung dieser Textur wird mit " +"dem Alpha-Kanal der Albedo-Textur multipliziert (jedoch nicht mit **Albedo " +"Mix**)." msgid "" "**ORM:** The Occlusion/Roughness/Metallic map to use for the decal. This is " @@ -211,23 +286,34 @@ msgid "" "in the blue channel. The impact of this texture is multiplied by the albedo " "texture's alpha channel (but not **Albedo Mix**)." msgstr "" +"**ORM:** Die Occlusion/Rauheit/Metallisch Map, die für das Decal verwendet " +"werden soll. Dies ist ein optimiertes Format für die Speicherung von PBR-" +"Materialkarten. Die Ambient Occlusion-Map wird im roten Kanal gespeichert, " +"die Rauhigkeitskarte im grünen Kanal, die Metallisch-Map im blauen Kanal. " +"Die Wirkung dieser Textur wird mit dem Alpha-Kanal der Albedo-Textur " +"multipliziert (jedoch nicht mit **Albedo Mix**)." msgid "" "**Emission:** The emission texture to use for the decal. Unlike **Albedo**, " "this texture will appear to glow in the dark." msgstr "" +"**Emission:** Die für das Decal zu verwendende Emissionstextur. Im Gegensatz " +"zu **Albedo** scheint diese Textur im Dunkeln zu leuchten." msgid "Parameters" msgstr "Parameter" msgid "**Emission Energy:** The brightness of the emission texture." -msgstr "" +msgstr "**Emissionsenergie:** Die Helligkeit der Emissionstextur." msgid "" "**Modulate:** Multiplies the color of the albedo and emission textures. Use " "this to tint decals (e.g. for paint decals, or to increase variation by " "randomizing each decal's modulation)." msgstr "" +"**Modulieren:** Multipliziert die Farbe der Albedo- und Emissionstexturen. " +"Verwenden Sie dies, um Decals zu färben (z.B. für Farbdecals, oder um die " +"Variation zu erhöhen, indem Sie die Modulation jedes Decals zufällig wählen)." msgid "" "**Albedo Mix:** The opacity of the albedo texture. Unlike using an albedo " @@ -236,6 +322,12 @@ msgid "" "underlying surface. Set this to ``0.0`` when creating normal/ORM-only decals " "such as footsteps or wet puddles." msgstr "" +"**Albedo Mix:** Die Deckkraft der Albedo-Textur. Im Gegensatz zur Verwendung " +"einer Albedo-Textur mit einem transparenteren Alphakanal, reduziert eine " +"Verringerung dieses Wertes unter ``1.0`` *nicht* die Auswirkung der Normal/" +"ORM-Textur auf die darunterliegende Oberfläche. Setzen Sie diesen Wert auf " +"``0.0``, wenn Sie Decals erstellen, die nur normal/ORM-Texturen enthalten, " +"wie z.B. Fußstapfen oder nasse Pfützen." msgid "" "**Normal Fade:** Fades the Decal if the angle between the Decal's :abbr:" @@ -245,26 +337,39 @@ msgid "" "Setting **Normal Fade** to a value greater than ``0.0`` has a small " "performance cost due to the added normal angle computations." msgstr "" +"**Normalen-Fading:** Blendet das Decal aus, wenn der Winkel zwischen der :" +"abbr:`AABB (Axis-Aligned Bounding Box)` des Decals und der Zielfläche zu " +"groß wird. Ein Wert von ``0.0`` projiziert das Decal unabhängig vom Winkel, " +"während ein Wert von ``0.999`` das Decal auf Oberflächen begrenzt, die " +"nahezu senkrecht sind. Die Einstellung **Normalen-Fading** auf einen Wert " +"größer als ``0.0`` hat einen kleinen Leistungsverlust durch die zusätzlichen " +"Berechnungen des Normalwinkels zur Folge." -#, fuzzy msgid "Vertical Fade" -msgstr "Vertikaler Tabulator" +msgstr "Vertikales Fading" msgid "" "**Upper Fade:** The curve over which the decal will fade as the surface gets " "further from the center of the :abbr:`AABB (Axis-Aligned Bounding Box)` " "(towards the decal's projection angle). Only positive values are valid." msgstr "" +"**Oberes Fading:** Die Kurve, über die das Decal verblasst, wenn sich die " +"Oberfläche weiter von der Mitte der :abbr:`AABB (Axis-Aligned Bounding Box)` " +"entfernt (in Richtung des Projektionswinkels des Decals). Nur positive Werte " +"sind gültig." msgid "" "**Lower Fade:** The curve over which the decal will fade as the surface gets " "further from the center of the :abbr:`AABB (Axis-Aligned Bounding Box)` " "(away from the decal's projection angle). Only positive values are valid." msgstr "" +"**Unteres Fading:** Die Kurve, über die das Decal verblasst, wenn sich die " +"Oberfläche weiter vom Zentrum der :abbr:`AABB (Axis-Aligned Bounding Box)` " +"(weg vom Projektionswinkel des Decals) entfernt. Nur positive Werte sind " +"gültig." -#, fuzzy msgid "Distance Fade" -msgstr "Distanz" +msgstr "Fern-Fading" msgid "" "**Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of " @@ -272,11 +377,18 @@ msgid "" "which it will be culled and not sent to the shader at all. Use this to " "reduce the number of active decals in a scene and thus improve performance." msgstr "" +"**Aktiviert:** Legt fest, ob die das Fern-Fading (eine Form von :abbr:`LOD " +"(Level of Detail)`) aktiviert ist. Das Decal wird über **Beginn + Länge** " +"ausgeblendet, danach wird es aussortiert und nicht mehr an den Shader " +"gesendet. Verwenden Sie dies, um die Anzahl der aktiven Decals in einer " +"Szene zu reduzieren und so die Performance zu verbessern." msgid "" "**Begin:** The distance from the camera at which the decal begins to fade " "away (in 3D units)." msgstr "" +"**Beginn:** Die Entfernung von der Kamera, bei der das Decal zu verblassen " +"beginnt (in 3D-Einheiten)." msgid "" "**Length:** The distance over which the decal fades (in 3D units). The decal " @@ -284,6 +396,10 @@ msgid "" "invisible at the end. Higher values result in a smoother fade-out " "transition, which is more suited when the camera moves fast." msgstr "" +"**Länge:** Die Entfernung, über die das Decals verblasst (in 3D-Einheiten). " +"Das Decal wird über diese Strecke langsam transparenter und ist am Ende " +"komplett unsichtbar. Höhere Werte bewirken einen sanfteren Fade-Out-" +"Übergang, der besser geeignet ist, wenn sich die Kamera schnell bewegt." msgid "Cull Mask" msgstr "Cull-Maske" @@ -295,6 +411,12 @@ msgid "" "especially useful so you can ensure that dynamic objects don't accidentally " "receive a Decal intended for the terrain under them." msgstr "" +"**Cull-Maske:** Gibt an, auf welche VisualInstance3D-Ebenen dieses Decal " +"projiziert wird. Standardmäßig wirken sich Decals auf alle Ebenen aus. Damit " +"können Sie festlegen, welche Arten von Objekten das Decal erhalten und " +"welche nicht. Dies ist besonders nützlich, um sicherzustellen, dass " +"dynamische Objekte nicht versehentlich ein Decal erhalten, das für das " +"Terrain unter ihnen bestimmt ist." msgid "Tweaking performance and quality" msgstr "Optimierung von Leistung und Qualität" @@ -305,6 +427,10 @@ msgid "" "the screen will be more expensive to render than many small decals that are " "scattered around." msgstr "" +"Die Render-Performance von Decals hängt hauptsächlich von ihrer " +"Bildschirmabdeckung ab, aber auch von ihrer Anzahl. Im Allgemeinen sind " +"einige große Decals, die den größten Teil des Bildschirms abdecken, teurer " +"zu rendern als viele kleine Decals, die über den Bildschirm verstreut sind." msgid "" "To improve rendering performance, you can enable the **Distance Fade** " @@ -313,6 +439,13 @@ msgid "" "final scene rendering). Using node groups, you can also prevent non-" "essential decorative decals from spawning based on user configuration." msgstr "" +"Um die Render-Performance zu verbessern, können Sie, wie oben beschrieben, " +"die Property **Fern-Fading** aktivieren. Dadurch werden weit entfernte " +"Decals ausgeblendet, wenn sie sich weit von der Kamera entfernt befinden " +"(und haben möglicherweise nur geringe oder gar keine Auswirkungen auf das " +"endgültige Rendern der Szene). Mit Hilfe von Node-Gruppen können Sie auch " +"verhindern, dass nicht benötigte dekorative Decals basierend auf einer " +"Benutzerkonfiguration erscheinen." msgid "" "The way decals are rendered also has an impact on performance. The " @@ -324,12 +457,24 @@ msgid "" "**Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality " "but is also slower to render." msgstr "" +"Die Art und Weise, wie Decals gerendert werden, wirkt sich ebenfalls auf die " +"Performance aus. Mit der erweiterten Projekteinstellung **Rendern > Texturen " +"> Decals > Filter** können Sie steuern, wie Decal-Texturen gefiltert werden " +"sollen. Bei **Nearest/Linear** werden keine Mipmaps verwendet. Allerdings " +"sehen Decals aus der Entfernung körnig aus. **Nearest/Linear Mipmaps** sieht " +"aus der Entfernung glatter aus, aber die Decals sehen aus schrägen Winkeln " +"unscharf aus. Dies kann durch die Verwendung von **Nearest/Linear Mipmaps " +"Anisotropic** gelöst werden, welches die höchste Qualität bietet, aber auch " +"langsamer gerendert wird." msgid "" "If your project has a pixel art style, consider setting the filter to one of " "the **Nearest** values so that decals use nearest-neighbor filtering. " "Otherwise, stick to **Linear**." msgstr "" +"Wenn Ihr Projekt einen Pixel-Art-Stil hat, sollten Sie den Filter auf einen " +"der Werte **Nearest** einstellen, damit die Decals Nearest-Neighbor-" +"Filtering verwenden. Bleiben Sie ansonsten bei **Linear**." msgid "Limitations" msgstr "Einschränkungen" @@ -338,6 +483,8 @@ msgid "" "Decals cannot affect material properties other than the ones listed above, " "such as height (for parallax mapping)." msgstr "" +"Decals können keine anderen als die oben aufgeführten Materialeigenschaften " +"beeinflussen, wie z. B. die Höhe (für Parallax-Mapping)." msgid "" "For performance reasons, decals use purely fixed rendering logic. This means " @@ -345,6 +492,11 @@ msgid "" "surfaces are able to read the information that is overridden by decals on " "top of them, such as roughness and metallic." msgstr "" +"Aus Leistungsgründen verwenden Decals eine feste Rendering-Logik. Das " +"bedeutet, dass Decals keine benutzerdefinierten Shader verwenden können. " +"Benutzerdefinierte Shader auf den projizierten Oberflächen sind jedoch in " +"der Lage, die Informationen zu lesen, die von den darüber liegenden Decals " +"überschrieben werden, z. B. Rauheit und Metallisch." msgid "" "When using the Forward+ renderer, Godot uses a *clustering* approach for " @@ -356,12 +508,24 @@ msgid "" "This limit can be increased by adjusting the **Rendering > Limits > Cluster " "Builder > Max Clustered Elements** advanced project setting." msgstr "" +"Bei Verwendung des Forward+-Renderers verwendet Godot einen *Cluster*-Ansatz " +"für die Darstellung von Decals. Es können so viele Decals wie gewünscht " +"hinzugefügt werden (solange es die Leistung zulässt). Es gibt jedoch immer " +"noch eine Standardgrenze von 512 *Cluster-Elementen*, die im aktuellen " +"Kamera-View vorhanden sein können. Ein Clusterelement ist ein Omni-Licht, " +"ein Spotlicht, ein :ref:`Decal ` oder eine :ref:" +"`Reflexions-Probe `. Diese Grenze kann durch Anpassen " +"der erweiterten Projekteinstellung **Rendern > Limits > Cluster Builder > " +"Max. geclusterte Elements** erhöht werden." msgid "" "When using the Forward Mobile backend, only 8 decals can be applied on each " "individual Mesh *resource*. If there are more decals affecting a single " "mesh, not all of them will be rendered on the mesh." msgstr "" +"Wenn Sie das Forward Mobile-Backend verwenden, können nur 8 Decals auf jede " +"einzelne Mesh *Ressource* angewendet werden. Wenn ein einzelnes Mesh von " +"mehr Decals betroffen ist, werden nicht alle auf dem Mesh gerendert." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 3ee3ba1e8c..ca8e24a279 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Using GridMaps" -msgstr "Verwenden von GridMap" +msgstr "Verwenden von GridMaps" msgid "Introduction" msgstr "Einführung" @@ -30,84 +30,80 @@ msgid "" "that can be placed on a grid, as if you were building a level with an " "unlimited amount of Lego blocks." msgstr "" -":ref:`GridMap ` ist ein Tool zum Erstellen von 3D-" -"Spielebenen, ähnlich wie :ref:`TileMap ` in 2D. Sie " -"beginnen mit einer vordefinierten Sammlung von 3D-Meshes (:ref:" -"`class_MeshLibrary`), die in einem Raster platziert werden können, als " -"würden Sie eine Ebene mit einer unbegrenzten Anzahl von Legoblöcken " -"erstellen." +":ref:`Gridmaps ` sind ein Tool zum Erstellen von 3D-Spiel-" +"Levels, ähnlich wie :ref:`TileMap ` in 2D. Sie beginnen " +"mit einer vordefinierten Sammlung von 3D-Meshes (:ref:`class_MeshLibrary`), " +"die in einem Raster platziert werden können, als würden Sie ein Level mit " +"unendlich vielen Lego-Steinen erstellen." msgid "" "Collisions and navigation can also be added to the meshes, just like you " "would do with the tiles of a tilemap." msgstr "" "Kollisionen und Navigation können ebenfalls zu den Meshes hinzugefügt " -"werden, genau wie Sie es mit den Kacheln einer TileMap tun würden." +"werden, genau wie Sie es mit den Tiles einer TileMap tun würden." msgid "Example project" msgstr "Beispielprojekt" -#, fuzzy msgid "" "To learn how GridMaps work, start by downloading the sample project: " "`gridmap_starter.zip `_." msgstr "" -"Um zu erfahren, wie GridMaps funktioniert, laden Sie zunächst das " -"Beispielprojekt herunter: :download:`gridmap_demo.zip `." +"Um zu erfahren, wie GridMaps funktionieren, laden Sie zunächst das " +"Beispielprojekt herunter: `gridmap_starter.zip `_." msgid "" "Unzip this project and add it to the Project Manager using the \"Import\" " "button." msgstr "" -"Entpacken Sie dieses Projekt und fügen Sie es über die Schaltfläche " -"\"Importieren\" dem Projektmanager hinzu." +"Entpacken Sie dieses Projekt und fügen Sie es über den \"Importieren\"-" +"Button dem Projektmanager hinzu." msgid "Creating a MeshLibrary" msgstr "Erstellen einer MeshLibrary" -#, fuzzy msgid "" "To begin, you need a :ref:`class_MeshLibrary`, which is a collection of " "individual meshes that can be used in the gridmap. Open the " "\"mesh_library_source.tscn\" scene to see an example of how to set up the " "mesh library." msgstr "" -"Zu Beginn benötigen Sie :ref:`class_MeshLibrary`, eine Sammlung einzelner " -"Meshes, die in der GridMap verwendet werden können. Öffnen Sie die Szene " -"\"MeshLibrary_Source.tscn\", um ein Beispiel für das Einrichten der " -"MeshLibrary zu sehen." +"Zu Beginn benötigen Sie eine :ref:`class_MeshLibrary`, eine Sammlung " +"einzelner Meshes, die in der GridMap verwendet werden kann. Öffnen Sie die " +"Szene \"mesh_library_source.tscn\", um ein Beispiel für das Einrichten der " +"Mesh-Library zu sehen." -#, fuzzy msgid "" "As you can see, this scene has a :ref:`class_Node3D` node as its root, and a " "number of :ref:`class_MeshInstance3D` node children." msgstr "" -"Wie Sie sehen können hat diese Szene einen Node :ref:`class_Spatial` als " -"Wurzel und eine Reihe von :ref: class_MeshInstance` Unter-Nodes." +"Wie Sie sehen können, hat diese Szene einen Node :ref:`class_Node3D` als " +"Root und eine Reihe von :ref:`class_MeshInstance3D`-Child-Nodes." msgid "" "If you don't need any physics in your scene, then you're done. However, in " "most cases you'll want to assign collision bodies to the meshes." msgstr "" -"Wenn Sie in Ihrer Szene keine Physik benötigen sind Sie fertig. In den " -"meisten Fällen möchten Sie den Meshes jedoch Kollisionskörper zuweisen." +"Wenn Sie in Ihrer Szene keine Physik benötigen, sind Sie fertig. In den " +"meisten Fällen möchten Sie den Meshes jedoch Collision Bodys zuweisen." msgid "Collisions" msgstr "Kollisionen" -#, fuzzy msgid "" "You can manually assign a :ref:`class_StaticBody3D` and :ref:" "`class_CollisionShape3D` to each mesh. Alternatively, you can use the " "\"Mesh\" menu to automatically create the collision body based on the mesh " "data." msgstr "" -"Sie können jedem Mesh manuell ein :ref:`class_StaticBody` und :ref:" -"`class_CollisionShape` zuweisen. Alternativ können Sie das Menü \"Mesh\" " -"verwenden, um den Kollisionskörper basierend auf den Mesh-Daten automatisch " -"zu erstellen." +"Sie können jedem Mesh manuell ein :ref:`class_StaticBody3D` und :ref:" +"`class_CollisionShape3D` zuweisen. Alternativ können Sie das Menü \"Mesh\" " +"verwenden, um den Collision Body basierend auf den Mesh-Daten automatisch zu " +"erstellen." msgid "" "Note that a \"Convex\" collision body will work better for simple meshes. " @@ -115,10 +111,10 @@ msgid "" "mesh has a physics body and collision shape assigned, your mesh library is " "ready to be used." msgstr "" -"Beachten Sie, dass ein \"konvexer\" Kollisionskörper für einfache Netze " -"besser funktioniert. Wählen Sie für komplexere Formen \"Statischen Trimesh-" -"Körper erstellen\". Sobald jedem Mesh ein Physikkörper und eine " -"Kollisionsform zugewiesen wurden, kann Ihre Mesh-Bibliothek verwendet werden." +"Beachten Sie, dass ein \"konvexer\" Collision Body für einfache Meshes " +"besser funktioniert. Wählen Sie für komplexere Geometrien \"Statischen " +"Trimesh-Body erzeugen\". Sobald jedem Mesh ein Physik-Body und eine " +"Collision Shape zugewiesen wurden, kann Ihre Mesh-Library verwendet werden." msgid "Materials" msgstr "Materialien" @@ -127,8 +123,8 @@ msgid "" "Only the materials from within the meshes are used when generating the mesh " "library. Materials set on the node will be ignored." msgstr "" -"Beim Generieren der MeshLibrary werden nur die Materialien aus den Meshes " -"verwendet, auf den Nodes festgelegte Materialien werden ignoriert." +"Beim Generieren der Mesh-Library werden nur die Materialien aus den Meshes " +"verwendet. Materialien, die auf dem Node eingestellt sind, werden ignoriert." msgid "NavigationMeshes" msgstr "NavigationMeshes" @@ -138,6 +134,9 @@ msgid "" "`class_NavigationMesh` resource, which can be created manually, or baked as " "described below." msgstr "" +"Wie allen Mesh-Instanzen kann auch MeshLibrary-Elementen eine :ref:" +"`class_NavigationMesh`-Ressource zugewiesen werden, die manuell erstellt " +"oder wie unten beschrieben gebacken werden kann." msgid "" "To create the NavigationMesh from a MeshLibrary scene export, place a :ref:" @@ -145,41 +144,53 @@ msgid "" "GridMap item. Add a valid NavigationMesh resource to the NavigationRegion3D " "and some source geometry nodes below and bake the NavigationMesh." msgstr "" +"Um das NavigationMesh aus einem MeshLibrary-Szenenexport zu erstellen, " +"platzieren Sie einen Child-Node :ref:`class_NavigationRegion3D` unterhalb " +"der Haupt-MeshInstance3D für das GridMap-Element. Fügen Sie eine gültige " +"NavigationMesh-Ressource zur NavigationRegion3D und einige Quellgeometrie-" +"Nodes darunter hinzu und backen Sie das NavigationMesh." msgid "" "With small grid cells it is often necessary to reduce the NavigationMesh " "properties for agent radius and region minimum size." msgstr "" +"Bei kleinen Rasterzellen ist es oft notwendig, die NavigationMesh-Propertys " +"für den Agentenradius und die Mindestgröße der Region zu reduzieren." msgid "" "Nodes below the NavigationRegion3D are ignored for the MeshLibrary scene " "export, so additional nodes can be added as source geometry just for baking " "the navmesh." msgstr "" +"Nodes unterhalb der NavigationRegion3D werden für den MeshLibrary-" +"Szenenexport ignoriert, so dass zusätzliche Nodes als Quellgeometrie nur zum " +"Backen des Navmeshs hinzugefügt werden können." msgid "" "The baked cell size of the NavigationMesh must match the NavigationServer " "map cell size to properly merge the navigation meshes of different grid " "cells." msgstr "" +"Die Größe der gebackenen Zellen des Navigations-Meshes muss mit der Größe " +"der Map-Zellen des Navigationsservers übereinstimmen, damit die Navigations-" +"Meshes verschiedener Rasterzellen korrekt zusammengeführt werden können." msgid "Exporting the MeshLibrary" msgstr "Exportieren der MeshLibrary" -#, fuzzy msgid "" "To export the library, click on **Scene > Export As... > MeshLibrary...**, " "and save it as a resource." msgstr "" -"Um die Bibliothek zu exportieren, klicken Sie auf Szene -> Konvertieren " -"in .. -> MeshLibrary .. und speichern Sie sie als Ressource." +"Um die Library zu exportieren, klicken Sie auf Szene -> Exportieren als... -" +"> MeshLibrary... und speichern Sie sie als Ressource." msgid "" "You can find an already exported MeshLibrary in the project named " "\"MeshLibrary.tres\"." msgstr "" -"Eine bereits exportierte MeshLibrary finden Sie im Projekt \"MeshLibrary." -"tres\"." +"Sie finden eine bereits exportierte MeshLibrary im Projekt mit dem Namen " +"\"MeshLibrary.tres\"." msgid "Using GridMap" msgstr "Verwenden von GridMap" @@ -190,58 +201,57 @@ msgid "" "property in the Inspector." msgstr "" "Erstellen Sie eine neue Szene und fügen Sie einen GridMap-Node hinzu. Fügen " -"Sie die Mesh-Bibliothek hinzu, indem Sie die Ressourcendatei aus dem " -"Dateisystem-Dock ziehen und in der Eigenschaft \"Thema\" im Inspektor " -"ablegen." +"Sie die Mesh-Library hinzu, indem Sie die Ressourcendatei aus dem " +"Dateisystem-Dock ziehen und in der Property \"Theme\" im Inspektor ablegen." msgid "" "The \"Cell/Size\" property should be set to the size of your meshes. You can " "leave it at the default value for the demo. Set the \"Center Y\" property to " "\"Off\"." msgstr "" -"Die Eigenschaft \"Zelle/Größe\" sollte auf die Größe Ihrer Mesh festgelegt " -"werden. Sie können den Standardwert für das Beispiel beibehalten. Setzen Sie " -"die Eigenschaft \"Center Y\" auf \"Off\"." +"Die Eigenschaft \"Zelle/Größe\" sollte auf die Größe Ihrer Meshes festgelegt " +"werden. Sie können den Defaultwert für das Beispiel beibehalten. Setzen Sie " +"die Property \"Center Y\" auf \"Off\"." -#, fuzzy msgid "" "Now you can start designing the level by choosing a tile from the palette " "and placing it with Left-Click in the editor window. Use Right-click to " "remove a tile." msgstr "" -"Jetzt können Sie mit dem Entwerfen der Ebene beginnen indem Sie eine Kachel " +"Jetzt können Sie mit dem Entwerfen des Levels beginnen indem Sie ein Tile " "aus der Palette auswählen und mit der linken Maustaste im Editorfenster " -"platzieren. Um eine Kachel zu entfernen halten Sie :kbd:`Shift` gedrückt und " -"klicken Sie mit der rechten Maustaste." +"platzieren. Klicken Sie mti der rechten Maustaste um ein Tile zu entfernen." msgid "" "Use the arrows next to the \"GridMap\" menu to change the floor that you are " "working on." msgstr "" +"Verwenden Sie die Pfeile neben dem Menü \"GridMap\", um die Ebene zu " +"wechseln, auf der Sie arbeiten." msgid "" "Click on the \"GridMap\" menu to see options and shortcuts. For example, " "pressing :kbd:`S` rotates a tile around the y-axis." msgstr "" "Klicken Sie auf das Menü \"GridMap\" um Optionen und Verknüpfungen " -"anzuzeigen. Durch Drücken von :kbd:`S` wird beispielsweise eine Kachel um " -"die Y-Achse gedreht." +"anzuzeigen. Durch Drücken von :kbd:`S` wird beispielsweise eine Tile um die " +"Y-Achse gedreht." msgid "" "Holding :kbd:`Shift` and dragging with the left mouse button will draw a " "selection box. You can duplicate or clear the selected area using the " "respective menu options." msgstr "" -"Halten Sie :kbd:`Umschalt` gedrückt und ziehen Sie mit der linken Maustaste " -"um ein Auswahlfeld zu zeichnen. Sie können den ausgewählten Bereich über die " +"Halten Sie :kbd:`Umschalt` gedrückt und ziehen Sie mit der linken Maustaste, " +"um eine Auswahlbox zu zeichnen. Sie können den ausgewählten Bereich über die " "entsprechenden Menüoptionen duplizieren oder löschen." msgid "" "In the menu, you can also change the axis you're drawing on, as well as " "shift the drawing plane higher or lower on its axis." msgstr "" -"Im Menü können Sie auch die Achse ändern auf der Sie zeichnen und die " -"Zeichnungsebene auf ihrer Achse nach oben oder unten verschieben." +"Im Menü können Sie auch die Achse ändern entlang der Sie zeichnen und die " +"Zeichnungsebene entlang ihrer Achse nach oben oder unten verschieben." msgid "Using GridMap in code" msgstr "Verwenden von GridMap im Code" @@ -250,8 +260,8 @@ msgid "" "See :ref:`class_GridMap` for details on the node's methods and member " "variables." msgstr "" -"Siehe :ref:`class_GridMap` für Details zu den Methoden und " -"Mitgliedsvariablen des Nodes." +"Siehe :ref:`class_GridMap` für Details zu den Methoden und Membervariablen " +"des Nodes." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index e5f0380caf..16e01fcf2a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,14 +17,12 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Using MultiMeshInstance3D" -msgstr "Verwenden von MultiMesh-Instanzen" +msgstr "Verwenden von MultiMeshInstance3D" msgid "Introduction" msgstr "Einführung" -#, fuzzy msgid "" "In a normal scenario, you would use a :ref:`MeshInstance3D " "` node to display a 3D mesh like a human model for the " @@ -36,80 +34,74 @@ msgid "" "` is one of the possible solutions to this " "problem." msgstr "" -"In einem normalen Szenario würden Sie einen Node :ref:`MeshInstance " -"` verwenden, um ein 3D-Mesh wie ein menschliches Modell " -"für die Hauptfigur anzuzeigen. In einigen Fällen möchten Sie jedoch mehrere " -"Instanzen desselben Meshs in einer Szene erstellen. Sie können denselben " -"Mesh mehrmals duplizieren und die Transformationen manuell anpassen. Dies " -"kann ein langwieriger Prozess sein und das Ergebnis kann mechanisch " -"aussehen. Diese Methode ist auch für schnelle Iterationen nicht förderlich. :" -"ref:`MultiMeshInstance ` ist eine der möglichen " -"Lösungen für dieses Problem." +"In einem normalen Szenario würden Sie einen :ref:`MeshInstance3D " +"`-Node verwenden, um ein 3D-Mesh wie ein menschliches " +"Modell für den Hauptcharakter darzustellen, aber in manchen Fällen möchten " +"Sie mehrere Instanzen desselben Mesh in einer Szene erstellen. Sie *könnten* " +"denselben Node mehrfach duplizieren und die Transformationen manuell " +"anpassen. Dies kann ein langwieriger Prozess sein und das Ergebnis kann " +"mechanisch aussehen. Außerdem ist diese Methode für schnelle Iterationen " +"nicht förderlich. :ref:`MultiMeshInstance3D ` ist " +"eine der möglichen Lösungen für dieses Problem." -#, fuzzy msgid "" "MultiMeshInstance3D, as the name suggests, creates multiple copies of a " "MeshInstance over a surface of a specific mesh. An example would be having a " "tree mesh populate a landscape mesh with trees of random scales and " "orientations." msgstr "" -"Wie der Name schon sagt erstellt MultiMeshInstance mehrere Kopien einer " -"MeshInstance über einer Oberfläche eines bestimmten Meshs. Ein Beispiel wäre " -"ein Landschafts-Mesh mit Bäumen aus einem Baum-Mesh in zufälligen Maßstäben " -"und Ausrichtungen zu füllen." +"MultiMeshInstance3D erstellt, wie der Name schon sagt, mehrere Kopien einer " +"MeshInstance über einer Oberfläche eines bestimmten Mesh. Ein Beispiel wäre " +"ein Baum-Mesh, das ein Landschafts-Mesh mit Bäumen in zufälligen " +"Größenordnungen und Ausrichtungen bevölkert." msgid "Setting up the nodes" msgstr "Einrichten der Nodes" -#, fuzzy msgid "" "The basic setup requires three nodes: the MultiMeshInstance3D node and two " "MeshInstance3D nodes." msgstr "" -"Die Grundeinstellung erfordert drei Nodes: den MultiMeshInstance-Node und " -"zwei MeshInstance-Nodes." +"Die Grundeinstellung erfordert drei Nodes: den MultiMeshInstance3D-Node und " +"zwei MeshInstance3D-Nodes." -#, fuzzy msgid "" "One node is used as the target, the surface mesh that you want to place " "multiple meshes on. In the tree example, this would be the landscape." msgstr "" -"Ein Node wird als Ziel verwendet: das Mesh, auf dem Sie mehrere Meshes " -"platzieren möchten. Im Baumbeispiel wäre dies die Landschaft." +"Ein Node wird als Ziel verwendet, das Oberflächen-Mesh, auf dem Sie mehrere " +"Meshes platzieren möchten. Im Beispiel des Baums wäre dies die Landschaft." msgid "" "The other node is used as the source, the mesh that you want to have " "duplicated. In the tree case, this would be the tree itself." msgstr "" -"Der andere Node wird als Quelle verwendet: das Mesh, das Sie duplizieren " -"möchten. Im Baumfall wäre dies der Baum selbst." +"Der andere Node wird als Quelle verwendet, also das Mesh, das dupliziert " +"werden soll. Im Fall des Baums wäre dies der Baum selbst." -#, fuzzy msgid "" "In our example, we would use a :ref:`Node3D ` node as the root " "node of the scene. Your scene tree would look like this:" msgstr "" -"In unserem Beispiel würden wir einen :ref:`Spatial `-Node als " -"Wurzel-Node der Szene verwenden. Ihr Szenenbaum würde folgendermaßen " -"aussehen:" +"In unserem Beispiel würden wir einen :ref:`Node3D ` Node als " +"Root-Node der Szene verwenden. Ihr Szenenbaum würde wie folgt aussehen:" msgid "For simplicity's sake, this tutorial uses built-in primitives." msgstr "" -"In dieser Anleitung werden der Einfachheit halber integrierte Grundelemente " +"Der Einfachheit halber werden in diesem Tutorial Built-in-Primitive " "verwendet." -#, fuzzy msgid "" "Now you have everything ready. Select the MultiMeshInstance3D node and look " "at the toolbar, you should see an extra button called ``MultiMesh`` next to " "``View``. Click it and select *Populate surface* in the dropdown menu. A new " "window titled *Populate MultiMesh* will pop up." msgstr "" -"Jetzt ist alles soweit vorbereitet. Wählen Sie den Node MultiMeshInstance " -"aus und sehen Sie in der Symbolleiste eine zusätzliche Schaltfläche mit dem " -"Namen ``MultiMesh`` neben ``Ansicht``. Klicken Sie darauf und wählen Sie im " -"Auswahlmenü die Option *Oberfläche füllen*. Ein neues Fenster mit dem Titel " -"*MultiMesh füllen* wird geöffnet." +"Nun haben Sie alles vorbereitet. Wählen Sie den MultiMeshInstance3D-Node und " +"schauen Sie sich die Toolbar an, Sie sollten einen zusätzlichen Button " +"namens ``MultiMesh`` neben ``Ansicht`` sehen. Klicken Sie darauf und wählen " +"Sie *Oberfläche füllen* im Dropdown-Menü. Es öffnet sich ein neues Fenster " +"mit dem Titel *MultiMesh füllen*." msgid "MultiMesh settings" msgstr "MultiMesh-Einstellungen" @@ -125,7 +117,7 @@ msgid "" "mesh." msgstr "" "Das Mesh, das als Ziel-Oberfläche für das Platzieren von Kopien Ihres Quell-" -"Mesh verwendet wird." +"Meshs verwendet wird." msgid "Source Mesh" msgstr "Quell-Mesh" @@ -137,25 +129,25 @@ msgid "Mesh Up Axis" msgstr "Aufwärts-Achse des Meshs" msgid "The axis used as the up axis of the source mesh." -msgstr "Die Achse, die als Aufwärts-Achse des Quellen-Mesh verwendet wird." +msgstr "Die Achse, die als Aufwärts-Achse des Quell-Meshes verwendet wird." msgid "Random Rotation" msgstr "Zufällige Rotation" msgid "Randomizing the rotation around the up axis of the source mesh." -msgstr "Zufällige Drehung um die obere Achse des Quell-Mesh." +msgstr "Zufällige Rotation um die Aufwärts-Achse des Quell-Meshes." msgid "Random Tilt" msgstr "Zufälliges Kippen" msgid "Randomizing the overall rotation of the source mesh." -msgstr "Zufällige Gesamtrotation des Quell-Mesh." +msgstr "Zufällige Gesamtrotation des Quell-Meshes." msgid "Random Scale" msgstr "Zufälliges Skalieren" msgid "Randomizing the scale of the source mesh." -msgstr "Zufällige Skalierung des Quell-Mesh." +msgstr "Zufällige Skalierung des Quell-Meshes." msgid "Scale" msgstr "Skalierung" @@ -163,13 +155,13 @@ msgstr "Skalierung" msgid "" "The scale of the source mesh that will be placed over the target surface." msgstr "" -"Die Skalierung des Quell-Mesh, das über der Ziel-Oberfläche platziert wird." +"Die Skalierung des Quell-Meshes, das auf der Ziel-Oberfläche platziert wird." msgid "Amount" msgstr "Menge" msgid "The amount of mesh instances placed over the target surface." -msgstr "Die Anzahl der über der Ziel-Oberfläche platzierten Mesh-Instanzen." +msgstr "Die Menge der auf der Ziel-Oberfläche platzierten Mesh-Instanzen." msgid "" "Select the target surface. In the tree case, this should be the landscape " @@ -178,12 +170,12 @@ msgid "" "source mesh will be placed over the target mesh. If you are satisfied with " "the result, you can delete the mesh instance used as the source mesh." msgstr "" -"Wählen Sie die Zielfläche aus. Im Baumfall sollte dies der Landschafts-Node " -"sein. Das Quell-Mesh sollte der Baum-Node sein. Passen Sie die anderen " +"Wählen Sie die Zielfläche aus. Im Fall der Bäume sollte dies der Landschafts-" +"Node sein. Das Quell-Mesh sollte der Baum-Node sein. Passen Sie die anderen " "Parameter nach Ihren Wünschen an. Drücken Sie ``Füllen`` und mehrere Kopien " -"des Quell-Mesh werden über dem Ziel-Mesh platziert. Wenn Sie mit dem " -"Ergebnis zufrieden sind, können Sie die als Quell-Mesh verwendete Mesh-" -"Instanz löschen." +"des Quell-Mesh werden auf dem Ziel-Mesh platziert. Wenn Sie mit dem Ergebnis " +"zufrieden sind, können Sie die als Quell-Mesh verwendete Mesh-Instanz " +"löschen." msgid "The end result should look like this:" msgstr "Das Endergebnis sollte folgendermaßen aussehen:" @@ -191,7 +183,7 @@ msgstr "Das Endergebnis sollte folgendermaßen aussehen:" msgid "" "To change the result, repeat the previous steps with different parameters." msgstr "" -"Um das Ergebnis zu ändern wiederholen Sie die vorherigen Schritte mit " +"Um das Ergebnis zu ändern, wiederholen Sie die vorherigen Schritte mit " "verschiedenen Parametern." msgid "Translation status" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po index 2523d530e5..4db9cfe002 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Using 3D transforms" -msgstr "3D Transformationen verwenden" +msgstr "3D-Transformationen verwenden" msgid "Introduction" msgstr "Einführung" @@ -29,10 +29,10 @@ msgid "" "thinking is along the lines of *\"Oh, it's just like rotating in 2D, except " "now rotations happen in X, Y and Z\"*." msgstr "" -"Wenn Sie noch nie 3D-Spiele gemacht haben, kann die Arbeit mit Drehungen in " +"Wenn Sie noch nie 3D-Spiele gemacht haben, kann die Arbeit mit Rotationen in " "drei Dimensionen zunächst verwirrend sein. Wenn man aus dem 2D-Bereich " -"kommt, denkt man natürlich: *\"Oh, das ist genau wie das Drehen in 2D, nur " -"dass die Drehungen jetzt in X, Y und Z stattfinden \"*." +"kommt, denkt man natürlich: *\"Oh, das ist genau wie die Rotation in 2D, nur " +"dass die Rotationen jetzt in X, Y und Z stattfinden \"*." msgid "" "At first, this seems easy. For simple games, this way of thinking may even " @@ -50,7 +50,7 @@ msgid "" "Euler angles were introduced by mathematician Leonhard Euler in the early " "1700s." msgstr "" -"Euler-Winkel wurden Anfang des 18. Jahrhunderts vom Mathematiker Leonhard " +"Eulerwinkel wurden Anfang des 18. Jahrhunderts vom Mathematiker Leonhard " "Euler eingeführt." msgid "" @@ -60,21 +60,21 @@ msgid "" "explain why, as well as outlining best practices for dealing with transforms " "when programming 3D games." msgstr "" -"Diese Art der Darstellung von 3D-Drehungen war damals bahnbrechend, hat aber " -"bei der Entwicklung von Spielen einige Schwächen (was von einem Mann mit " -"einem lustigen Hut zu erwarten ist). Die Idee dieses Dokuments ist es, zu " -"erklären, warum das so ist, und die empfohlenen Vorgehensweisen für den " +"Diese Art der Darstellung von 3D-Rotationen war damals bahnbrechend, hat " +"aber bei der Entwicklung von Spielen einige Schwächen (was von einem Kerl " +"mit einem lustigen Hut zu erwarten ist). Die Idee dieses Dokuments ist es, " +"zu erklären, warum das so ist, und die empfohlenen Vorgehensweisen für den " "Umgang mit Transformationen bei der Programmierung von 3D-Spielen zu " "beschreiben." msgid "Problems of Euler angles" -msgstr "Probleme der Eulerwinkel" +msgstr "Probleme bei Eulerwinkeln" msgid "" "While it may seem intuitive that each axis has a rotation, the truth is that " "it's just not practical." msgstr "" -"Es mag zwar intuitiv erscheinen, dass jede Achse eine Drehung hat, aber in " +"Es mag zwar intuitiv erscheinen, dass jede Achse eine Rotation hat, aber in " "Wahrheit ist das einfach nicht praktikabel." msgid "Axis order" @@ -90,9 +90,9 @@ msgstr "" "Der Hauptgrund dafür ist, dass es keinen *eindeutigen* Weg gibt, um eine " "Orientierung aus den Winkeln zu konstruieren. Es gibt keine mathematische " "Standardfunktion, die alle Winkel zusammennimmt und eine tatsächliche 3D-" -"Drehung erzeugt. Die einzige Möglichkeit, eine Orientierung aus den Winkeln " +"Rotation erzeugt. Die einzige Möglichkeit, eine Orientierung aus den Winkeln " "zu erzeugen, besteht darin, das Objekt Winkel für Winkel in einer " -"*beliebigen Reihenfolge* zu drehen." +"*beliebigen Reihenfolge* zu rotieren." msgid "" "This could be done by first rotating in *X*, then *Y* and then in *Z*. " @@ -103,20 +103,21 @@ msgid "" "depending on *the order of the rotations*." msgstr "" "Dies könnte geschehen, indem man zuerst in *X*, dann in *Y* und dann in *Z* " -"dreht. Alternativ könnte man auch zuerst in *Y*, dann in *Z* und schließlich " -"in *X* drehen. Alles ist möglich, aber je nach Reihenfolge ist die " -"endgültige Ausrichtung des Objekts *nicht unbedingt dieselbe*. Das bedeutet, " -"dass es mehrere Möglichkeiten gibt, eine Orientierung aus 3 verschiedenen " -"Winkeln zu konstruieren, abhängig von *der Reihenfolge der Drehungen*." +"rotiert. Alternativ könnte man auch zuerst in *Y*, dann in *Z* und " +"schließlich in *X* rotieren. Alles ist möglich, aber je nach Reihenfolge ist " +"die endgültige Ausrichtung des Objekts *nicht unbedingt dieselbe*. Das " +"bedeutet, dass es mehrere Möglichkeiten gibt, eine Orientierung aus 3 " +"verschiedenen Winkeln zu konstruieren, abhängig von *der Reihenfolge der " +"Rotationen*." msgid "" "Following is a visualization of rotation axes (in X, Y, Z order) in a gimbal " "(from Wikipedia). As you can see, the orientation of each axis depends on " "the rotation of the previous one:" msgstr "" -"Es folgt eine Visualisierung der Drehachsen (in der Reihenfolge X, Y, Z) in " -"einem Gimbal (aus Wikipedia). Wie Sie sehen können, hängt die Ausrichtung " -"jeder Achse von der Drehung der vorhergehenden Achse ab:" +"Es folgt eine Visualisierung der Rotationsachsen (in der Reihenfolge X, Y, " +"Z) in einem Gimbal (aus Wikipedia). Wie Sie sehen können, hängt die " +"Ausrichtung jeder Achse von der Rotation der vorhergehenden Achse ab:" msgid "" "You may be wondering how this affects you. Let's look at a practical example:" @@ -140,15 +141,14 @@ msgid "" "orientation), followed by rotation in the *X* axis." msgstr "" "Um den gewünschten Effekt zu erzielen, muss in diesem Fall zuerst eine " -"Drehung in der *Y*-Achse (\"nach oben\" in diesem Fall, da Godot eine \"Y-" -"Up\"-Ausrichtung verwendet) erfolgen, gefolgt von einer Drehung in der *X*-" -"Achse." +"Rotation um die *Y*-Achse (in diesem Fall \"oben\", da Godot eine \"Y-Up\"-" +"Ausrichtung verwendet) erfolgen, gefolgt von einer Rotation um die *X*-Achse." msgid "" "If we were to apply rotation in the *X* axis first, and then in *Y*, the " "effect would be undesired:" msgstr "" -"Wenn wir zuerst die Drehung in der *X*-Achse und dann in der *Y*-Achse " +"Wenn wir zuerst die Rotation um die *X*-Achse und dann um die *Y*-Achse " "anwenden würden, wäre der Effekt unerwünscht:" msgid "" @@ -157,7 +157,7 @@ msgid "" "Y, and Z is not enough: you also need a *rotation order*." msgstr "" "Je nach Art des Spiels oder des gewünschten Effekts kann die Reihenfolge, in " -"der die Achsendrehungen angewendet werden sollen, unterschiedlich sein. " +"der die Achsenrotationen angewendet werden sollen, unterschiedlich sein. " "Daher reicht es nicht aus, Rotationen in X, Y und Z anzuwenden: Sie " "benötigen auch eine *Rotationsreihenfolge*." @@ -170,9 +170,9 @@ msgid "" "rotations). One logical way to approach this is to interpolate the angles " "from one position to the next. One would expect it to look like this:" msgstr "" -"Ein weiteres Problem bei der Verwendung von Euler-Winkeln ist die " +"Ein weiteres Problem bei der Verwendung von Eulerwinkeln ist die " "Interpolation. Stellen Sie sich vor, Sie möchten zwischen zwei verschiedenen " -"Kamera- oder Feindpositionen (einschließlich Drehungen) wechseln. Ein " +"Kamera- oder Gegnerpositionen (einschließlich Rotationen) wechseln. Ein " "logischer Weg, dies zu tun, ist die Interpolation der Winkel von einer " "Position zur nächsten. Man würde erwarten, dass dies wie folgt aussieht:" @@ -182,7 +182,7 @@ msgstr "" "Wirkung:" msgid "The camera actually rotated the opposite direction!" -msgstr "Die Kamera drehte sich tatsächlich in die entgegengesetzte Richtung!" +msgstr "Die Kamera ist tatsächlich in die entgegengesetzte Richtung rotiert!" msgid "There are a few reasons this may happen:" msgstr "Es gibt einige Gründe, warum dies passieren kann:" @@ -193,7 +193,7 @@ msgid "" "degrees is not the same as going from ``270`` to ``360``, even though the " "angles are equivalent)." msgstr "" -"Drehungen lassen sich nicht linear auf die Orientierung abbilden, so dass " +"Rotationen lassen sich nicht linear auf die Orientierung abbilden, so dass " "ihre Interpolation nicht immer den kürzesten Weg ergibt (z. B. ist der Weg " "von ``270`` nach ``0`` Grad nicht derselbe wie der von ``270`` nach ``360``, " "auch wenn die Winkel gleich sind)." @@ -203,11 +203,14 @@ msgid "" "freedom is lost). See `Wikipedia's page on Gimbal Lock `_ for a detailed explanation of this problem." msgstr "" +"Es handelt sich um einen Gimbal Lock (die erste und letzte gedrehte Achse " +"richten sich aneinander aus, so dass ein Freiheitsgrad verloren geht). Eine " +"ausführliche Erläuterung dieses Problems finden Sie auf der `Wikipedia-Seite " +"\"Gimbal Lock\" `_." msgid "Say no to Euler angles" msgstr "Sagen Sie \"Nein\" zu Euler-Winkeln" -#, fuzzy msgid "" "The result of all this is that you should **not use** the ``rotation`` " "property of :ref:`class_Node3D` nodes in Godot for games. It's there to be " @@ -215,39 +218,37 @@ msgid "" "rotations (generally just one axis, or even two in limited cases). As much " "as you may be tempted, don't use it." msgstr "" -"Das Ergebnis von all dem ist, dass Sie **nicht** die ``Rotation`` " -"Eigenschaften von :ref:`class_Spatial` Nodes in Godot für Spiele verwenden " -"sollten. Sie ist hauptsächlich für den Editor gedacht, für die Kohärenz mit " -"der 2D-Engine und für einfache Drehungen (im Allgemeinen nur eine Achse, " -"oder sogar zwei Achsen in begrenzten Fällen). So sehr Sie auch versucht sein " -"mögen, verwenden Sie das nicht." +"Aus all dem folgt, dass Sie die Property ``rotation`` von :ref:" +"`class_Node3D`-Nodes in Godot für Spiele **nicht** verwenden sollten. Sie " +"ist hauptsächlich für den Editor gedacht, für die Kohärenz mit der 2D-Engine " +"und für einfache Rotationen (im Allgemeinen nur eine Achse, oder sogar zwei " +"in begrenzten Fällen). So sehr Sie auch versucht sein mögen, verwenden Sie " +"ihn nicht." msgid "Instead, there is a better way to solve your rotation problems." msgstr "" "Stattdessen gibt es einen besseren Weg, Ihre Rotationsprobleme zu lösen." msgid "Introducing transforms" -msgstr "Einführung in Transformationen" +msgstr "Einführung in Transforms" -#, fuzzy msgid "" "Godot uses the :ref:`class_Transform3D` datatype for orientations. Each :ref:" "`class_Node3D` node contains a ``transform`` property which is relative to " "the parent's transform, if the parent is a Node3D-derived type." msgstr "" -"Godot verwendet den Datentyp :ref:`class_Transform` für Ausrichtungen. " -"Jeder :ref:`class_Spatial`-Node enthält eine ``transform``-Eigenschaft, die " -"relativ zur übergeordneten Transformation ist, wenn die übergeordnete Node " -"ein von Spatial abgeleiteter Typ ist." +"Godot verwendet den Datentyp :ref:`class_Transform3D` für Orientierungen. " +"Jeder :ref:`class_Node3D`-Node enthält eine ``Transform``-Property, die " +"relativ zum Transform des Parent ist, wenn das Parent ein von Node3D-" +"abgeleiteter Typ ist." msgid "" "It is also possible to access the world coordinate transform via the " "``global_transform`` property." msgstr "" -"Es ist auch möglich, über die Eigenschaft ``global_transform`` auf die " +"Es ist auch möglich, über die Property ``global_transform`` auf die " "Weltkoordinatentransformation zuzugreifen." -#, fuzzy msgid "" "A transform has a :ref:`class_Basis` (transform.basis sub-property), which " "consists of three :ref:`class_Vector3` vectors. These are accessed via the " @@ -258,28 +259,28 @@ msgid "" "also be inferred from the length of the axes. A *basis* can also be " "interpreted as a 3x3 matrix and used as ``transform.basis[x][y]``." msgstr "" -"Eine Transformation hat eine :ref:`class_Basis` (transform.basis sub-" -"property), die aus drei :ref:`class_Vector3` Vektoren besteht. Auf diese " -"wird über die Eigenschaft ``transform.basis`` zugegriffen und kann direkt " -"über ``transform.basis.x``, ``transform.basis.y`` und ``transform.basis.z`` " -"aufgerufen werden. Jeder Vektor zeigt in die Richtung, in die seine Achse " -"gedreht wurde, so dass sie effektiv die gesamte Drehung der Nodes " -"beschreiben. Der Maßstab (sofern er einheitlich ist) kann auch aus der Länge " -"der Achsen abgeleitet werden. Eine *Basis* kann auch als 3x3 Matrix " -"interpretiert und als ``transform.basis[x][y]`` verwendet werden." +"Eine Transform hat eine :ref:`class_Basis` (transform.basis Unter-Property), " +"die aus drei :ref:`class_Vector3`-Vektoren besteht. Auf diese wird über die " +"Property ``transform.basis`` zugegriffen und kann direkt über ``transform." +"basis.x``, ``transform.basis.y`` und ``transform.basis.z`` zugegriffen " +"werden. Jeder Vektor zeigt in die Richtung, in die seine Achse rotiert " +"wurde, so dass sie effektiv die gesamte Rotation des Nodes beschreiben. Die " +"Skalierung (solange sie einheitlich ist) kann auch aus der Länge der Achsen " +"abgeleitet werden. Eine *Basis* kann auch als eine 3x3-Matrix interpretiert " +"und als ``transform.basis[x][y]`` verwendet werden." msgid "A default basis (unmodified) is akin to:" -msgstr "Eine Standardbasis (unverändert) ist vergleichbar mit:" +msgstr "Eine Default-Basis (unverändert) ist vergleichbar mit:" msgid "This is also an analog of a 3x3 identity matrix." -msgstr "Auch dies ist analog zu einer 3x3-Identitätsmatrix." +msgstr "Dies entspricht auch einer 3x3-Einheitsmatrix." msgid "" "Following the OpenGL convention, ``X`` is the *Right* axis, ``Y`` is the " "*Up* axis and ``Z`` is the *Forward* axis." msgstr "" "Entsprechend der OpenGL-Konvention ist ``X`` die *Rechts*-Achse, ``Y`` ist " -"die *Aufwärts*-Achse und ``Z`` ist die *Vorwärts*-Achse." +"die *Oben*-Achse und ``Z`` ist die *Vorwärts*-Achse." msgid "" "Together with the *basis*, a transform also has an *origin*. This is a " @@ -287,19 +288,18 @@ msgid "" "transform is. Combining the *basis* with the *origin*, a *transform* " "efficiently represents a unique translation, rotation, and scale in space." msgstr "" -"Zusammen mit der *Basis* hat eine Transformation auch einen *Ursprung*. Dies " -"ist ein *Vector3*, der angibt, wie weit vom tatsächlichen Ursprung ``(0, 0, " -"0)`` diese Transformation entfernt ist. Kombiniert man die *Basis* mit dem " -"*Ursprung*, stellt eine *Transformation* effizient eine eindeutige " -"Translation, Rotation und Skalierung im Raum dar." +"Zusammen mit der *Basis* hat ein Transform auch einen *Ursprung*. Dies ist " +"ein *Vector3*, der angibt, wie weit vom tatsächlichen Ursprung ``(0, 0, 0)`` " +"dieser Transform entfernt ist. Kombiniert man die *Basis* mit dem " +"*Ursprung*, stellt ein *Transform* effizient eine eindeutige Translation, " +"Rotation und Skalierung im Raum dar." -#, fuzzy msgid "" "One way to visualize a transform is to look at an object's 3D gizmo while in " "\"local space\" mode." msgstr "" -"Eine Möglichkeit, eine Transformation zu visualisieren, besteht darin, das " -"3D-Gizmo eines Objekts im Modus \"local space\" zu betrachten." +"Eine Möglichkeit, ein Transform zu visualisieren, besteht darin, das 3D-" +"Gizmo eines Objekts im Modus \"Local-Space\" zu betrachten." msgid "" "The gizmo's arrows show the ``X``, ``Y``, and ``Z`` axes (in red, green, and " @@ -307,7 +307,7 @@ msgid "" "origin." msgstr "" "Die Richtungspfeile des Gizmos zeigen die Achsen ``X``, ``Y`` und ``Z`` " -"(jeweils in rot, grün und blau) der Basis. Während der Mittelpunkt des " +"(jeweils in rot, grün und blau) der Basis, während der Mittelpunkt des " "Gizmos im Ursprung des Objekts liegt." msgid "" @@ -318,36 +318,35 @@ msgstr "" "Transformationen siehe die Anleitung :ref:`doc_vector_math`." msgid "Manipulating transforms" -msgstr "Manipulation von Transformationen" +msgstr "Manipulation von Transforms" msgid "" "Of course, transforms are not as straightforward to manipulate as angles and " "have problems of their own." msgstr "" -"Natürlich sind Transformationen nicht so einfach zu handhaben wie Winkel und " -"haben ihre eigenen Probleme." +"Natürlich sind Transforms nicht so einfach zu handhaben wie Winkel und haben " +"ihre eigenen Probleme." msgid "" "It is possible to rotate a transform, either by multiplying its basis by " "another (this is called accumulation), or by using the rotation methods." msgstr "" -"Es ist möglich, eine Transformation zu drehen, entweder durch Multiplikation " -"ihrer Basis mit einer anderen (dies wird Akkumulation genannt) oder durch " +"Es ist möglich, einen Transform zu rotieren, entweder durch Multiplikation " +"seiner Basis mit einer anderen (dies wird Akkumulation genannt), oder durch " "Verwendung der Rotationsmethoden." -#, fuzzy msgid "A method in Node3D simplifies this:" -msgstr "Eine Methode in Spatial vereinfacht dies:" +msgstr "Eine Methode in Node3D vereinfacht dies:" msgid "This rotates the node relative to the parent node." -msgstr "Dadurch wird der Node relativ zum übergeordneten Node gedreht." +msgstr "Dadurch wird der Node relativ zum übergeordneten Node rotiert." msgid "" "To rotate relative to object space (the node's own transform), use the " "following:" msgstr "" -"Verwenden Sie Folgendes, um sich relativ zum Objektraum zu drehen (die Node-" -"eigene Transformation):" +"Um relativ zum Object-Space zu rotieren (der Node-eigene Transform), " +"verwenden Sie Folgendes:" msgid "Precision errors" msgstr "Präzisionsfehler" @@ -358,46 +357,43 @@ msgid "" "be exactly ``1.0``, and they may not be exactly ``90`` degrees from each " "other." msgstr "" -"Aufeinanderfolgende Operationen mit Transformationen führen zu einem " -"Präzisionsverlust aufgrund von Fließkommafehlern. Dies bedeutet, dass die " -"Skala jeder Achse nicht mehr genau ``1.0`` ist und dass sie nicht genau " -"``90`` Grad voneinander entfernt sind." +"Aufeinanderfolgende Operationen mit Transforms führen zu einem " +"Präzisionsverlust aufgrund von Float-Fehlern. Dies bedeutet, dass die " +"Skalierung jeder Achse nicht mehr genau ``1.0`` ist und dass sie nicht genau " +"``90`` Grad auseinander liegen." msgid "" "If a transform is rotated every frame, it will eventually start deforming " "over time. This is unavoidable." msgstr "" "Wenn eine Transformation bei jedem Bild rotiert wird, verformt sie sich im " -"Laufe der Zeit. Das ist unvermeidlich." +"Laufe der Zeit. Dies ist unvermeidlich." -#, fuzzy msgid "" "There are two different ways to handle this. The first is to " "*orthonormalize* the transform after some time (maybe once per frame if you " "modify it every frame):" msgstr "" -"Es gibt zwei verschiedene Möglichkeiten, dies zu handhaben. Die erste ist, " -"*orthonormalize* also die Transformation nach Zeit (vielleicht einmal pro " -"Frame, wenn Sie es in jedem Frame ändern):" +"Es gibt zwei verschiedene Möglichkeiten, dies zu handhaben. Die erste ist " +"die *Orthonormalisierung* des Transforms nach einer gewissen Zeit " +"(vielleicht einmal pro Frame, wenn Sie es jeden Frame ändern):" msgid "" "This will make all axes have ``1.0`` length again and be ``90`` degrees from " "each other. However, any scale applied to the transform will be lost." msgstr "" "Dadurch haben alle Achsen wieder die Länge ``1.0`` und sind ``90`` Grad " -"voneinander entfernt. Die auf die Transformation angewandte Skalierung geht " +"voneinander entfernt. Die auf den Transform angewandte Skalierung geht " "jedoch verloren." -#, fuzzy msgid "" "It is recommended you not scale nodes that are going to be manipulated; " "scale their children nodes instead (such as MeshInstance3D). If you " "absolutely must scale the node, then re-apply it at the end:" msgstr "" -"Es wird empfohlen, die Nodes welche manipuliert werden sollen, nicht zu " -"skalieren; skalieren Sie stattdessen ihre Unterknoten (z. B. MeshInstance). " -"Wenn Sie den Node unbedingt skalieren müssen, dann wenden Sie ihn am Ende " -"erneut an:" +"Es wird empfohlen, Nodes, die manipuliert werden sollen, nicht zu skalieren; " +"skalieren Sie stattdessen ihre Child-Nodes (z. B. MeshInstance3D). Wenn Sie " +"den Node unbedingt skalieren müssen, dann wenden Sie dies am Ende erneut an:" msgid "Obtaining information" msgstr "Abrufen von Informationen" @@ -408,8 +404,8 @@ msgid "" "stop thinking in angles." msgstr "" "Vielleicht denken Sie jetzt: **\"Ok, aber wie bekomme ich den Winkel aus " -"einer Transformation zurück?\"**. Die Antwort lautet auch hier: gar nicht. " -"Sie müssen Ihr Bestes tun, um nicht mehr in Winkeln zu denken." +"einem Transform zurück?\"**. Die Antwort lautet auch hier: gar nicht. Sie " +"müssen Ihr Bestes tun, um nicht mehr in Winkeln zu denken." msgid "" "Imagine you need to shoot a bullet in the direction your player is facing. " @@ -423,20 +419,20 @@ msgid "" "Is the enemy looking at the player? Use the dot product for this (see the :" "ref:`doc_vector_math` tutorial for an explanation of the dot product):" msgstr "" -"Schaut der Feind den Spieler an? Verwenden Sie dazu das Skalarprodukt (eine " +"Schaut der Gegner den Spieler an? Verwenden Sie dazu das Skalarprodukt (eine " "Erklärung des Skalarprodukt finden Sie in der Anleitung :ref:" "`doc_vector_math`):" msgid "Strafe left:" -msgstr "Nach links streifen:" +msgstr "Nach links Strafen:" msgid "Jump:" msgstr "Springen:" msgid "All common behaviors and logic can be done with just vectors." msgstr "" -"Alle gebräuchlichen Verhaltensweisen und Logiken können nur mit Vektoren " -"ausgeführt werden." +"Alle gebräuchlichen Verhaltensweisen und Logiken können lediglich mit " +"Vektoren ausgeführt werden." msgid "Setting information" msgstr "Festlegen von Informationen" @@ -447,39 +443,36 @@ msgid "" "definitely done using angles, because you *do want* the transforms to happen " "in a specific order." msgstr "" -"Es gibt natürlich Fälle, in denen man einer Transformation verschiedene " -"Informationen zuordnen möchte. Stellen Sie sich einen First-Person-" -"Controller oder eine Kamera im Orbit vor. In diesen Fällen werden definitiv " -"Winkel verwendet, denn Sie *möchten*, dass die Transformationen in einer " +"Es gibt natürlich Fälle, in denen man einem Transform verschiedene " +"Informationen festlegen möchte. Stellen Sie sich einen First-Person-" +"Controller oder eine umkreisende Kamera vor. In diesen Fällen werden " +"definitiv Winkel verwendet, denn Sie *möchten*, dass die Transforms in einer " "bestimmten Reihenfolge erfolgen." -#, fuzzy msgid "" "For such cases, keep the angles and rotations *outside* the transform and " "set them every frame. Don't try to retrieve and reuse them because the " "transform is not meant to be used this way." msgstr "" -"Behalten Sie in solchen Fällen die Winkel und Drehungen *außerhalb* der " -"Transformation bei und setzen Sie diese für jedes Bild. Versuchen Sie nicht, " -"sie abzurufen und wiederzuverwenden, denn die Transformation ist nicht dafür " +"Bewahren Sie in solchen Fällen die Winkel und Rotationen *außerhalb* des " +"Transforms auf und legen Sie sie bei jedem Bild fest. Versuchen Sie nicht, " +"sie abzurufen und wiederzuverwenden, denn der Transform ist nicht dafür " "gedacht, auf diese Weise verwendet zu werden." msgid "Example of looking around, FPS style:" msgstr "Beispiel für das Umsehen im FPS-Stil:" -#, fuzzy msgid "" "As you can see, in such cases it's even simpler to keep the rotation " "outside, then use the transform as the *final* orientation." msgstr "" -"Wie Sie sehen, ist es in solchen Fällen sogar einfacher, die Drehung außen " -"vor zu lassen und dann die Transformation als **endgültige** Orientierung zu " +"Wie Sie sehen, ist es in solchen Fällen sogar einfacher, die Rotation außen " +"vor zu lassen und dann den Transform als *endgültige* Ausrichtung zu " "verwenden." msgid "Interpolating with quaternions" msgstr "Interpolation mit Quaternionen" -#, fuzzy msgid "" "Interpolating between two transforms can efficiently be done with " "quaternions. More information about how quaternions work can be found in " @@ -488,18 +481,17 @@ msgid "" "interpolation. As in, if you have two rotations, a quaternion will smoothly " "allow interpolation between them using the closest axis." msgstr "" -"Die Interpolation zwischen zwei Transformationen kann effizient mit " -"Quaternionen durchgeführt werden. Weitere Informationen über die " -"Funktionsweise von Quaternionen finden Sie an anderen Stellen im Internet. " -"Für den praktischen Gebrauch reicht es aus, wenn man weiß, dass ihr " -"Haupteinsatzgebiet die Interpolation auf dem kürzesten Weg ist. Wenn Sie " -"also zwei Rotationen haben, ermöglicht eine Quaternion eine reibungslose " -"Interpolation zwischen ihnen unter Verwendung der nächstgelegenen Achse." +"Die Interpolation zwischen zwei Transforms kann effizient mit Quaternionen " +"durchgeführt werden. Weitere Informationen über die Funktionsweise von " +"Quaternionen finden Sie an anderen Stellen im Internet. Für den praktischen " +"Gebrauch reicht es aus, wenn man weiß, dass ihr Haupteinsatzgebiet die " +"Interpolation auf dem kürzesten Weg ist. Wenn Sie also zwei Rotationen " +"haben, ermöglicht ein Quaternion eine reibungslose Interpolation zwischen " +"ihnen unter Verwendung der nächstgelegenen Achse." msgid "Converting a rotation to quaternion is straightforward." msgstr "Die Umwandlung einer Rotation in Quaternion ist unkompliziert." -#, fuzzy msgid "" "The :ref:`class_Quaternion` type reference has more information on the " "datatype (it can also do transform accumulation, transform points, etc., " @@ -507,9 +499,9 @@ msgid "" "quaternions many times, keep in mind they need to be eventually normalized. " "Otherwise, they will also suffer from numerical precision errors." msgstr "" -"Die :ref:`class_Quat`-Typreferenz enthält weitere Informationen über den " -"Datentyp (sie kann auch Akkumulationstransformation, Punkttransformation " -"usw. durchführen, obwohl dies weniger häufig verwendet wird). Wenn Sie " +"Die :ref:`class_Quaternion`-Typreferenz enthält weitere Informationen über " +"den Datentyp (sie kann auch Akkumulation transformieren, Punkte " +"transformieren usw., obwohl dies weniger häufig verwendet wird). Wenn Sie " "häufig interpolieren oder Operationen auf Quaternionen anwenden, sollten Sie " "daran denken, dass sie irgendwann normalisiert werden müssen. Andernfalls " "kommt es auch bei ihnen zu Fehlern in der numerischen Genauigkeit." @@ -518,11 +510,11 @@ msgid "" "Quaternions are useful when doing camera/path/etc. interpolations, as the " "result will always be correct and smooth." msgstr "" -"Quaternionen sind nützlich bei der Interpolation von Kamera, Pfad usw., da " +"Quaternionen sind nützlich bei der Interpolation von Kamera, Pfad etc., da " "das Ergebnis immer korrekt und glatt ist." msgid "Transforms are your friend" -msgstr "Transformationen sind Ihr Freund" +msgstr "Transforms sind Ihr Freund" msgid "" "For most beginners, getting used to working with transforms can take some " @@ -530,15 +522,15 @@ msgid "" "simplicity and power." msgstr "" "Für die meisten Anfänger kann es einige Zeit dauern, sich an die Arbeit mit " -"Transformationen zu gewöhnen. Sobald Sie sich jedoch an sie gewöhnt haben, " -"werden Sie ihre Einfachheit und Kraft zu schätzen wissen." +"Transforms zu gewöhnen. Sobald Sie sich jedoch an sie gewöhnt haben, werden " +"Sie ihre Einfachheit und Leistungsfähigkeit zu schätzen wissen." msgid "" "Don't hesitate to ask for help on this topic in any of Godot's `online " "communities `_ and, once you become " "confident enough, please help others!" msgstr "" -"Zögern Sie nicht, in einer von Godots `Online-Communities `_ um Hilfe zu diesem Thema zu bitten, und wenn " "Sie sich sicher genug fühlen, helfen Sie bitte auch anderen!" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po index 88172dfb85..c25d3ca254 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,10 +18,10 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Variable rate shading" -msgstr "Variable-Rate-Shading" +msgstr "Variable Rate Shading" msgid "What is variable rate shading?" -msgstr "Was ist eine variable Schattierung (Shading)?" +msgstr "Was ist Variable Rate Shading?" msgid "" "In modern 3D rendering engines, shaders are much more complex compared to " @@ -33,6 +33,14 @@ msgid "" "rendering usually represents a significant amount of the time taken to " "render each frame." msgstr "" +"In modernen 3D-Rendering-Engines sind die Shader viel komplexer als früher. " +"Das Aufkommen von physikbasiertem Rendering, Global Illumination in Echtzeit " +"und Screen-Space-Effekten hat die Anzahl der Shadings pro Pixel erhöht, die " +"zum Rendern jedes Frames ausgeführt werden müssen. Außerdem sind die " +"Bildschirmauflösungen stark angestiegen, wobei 1440p und 4K jetzt üblichen " +"Zielauflösungen sind. Infolgedessen machen die Gesamtkosten für das Shading " +"beim Rendern einer Szene in der Regel einen erheblichen Teil der Renderzeit " +"für jedes Frame aus." msgid "" "Variable rate shading (VRS) is a method of decreasing this shading cost by " @@ -42,6 +50,12 @@ msgid "" "combined with any :ref:`doc_3d_antialiasing` technique (MSAA, FXAA, TAA, " "SSAA)." msgstr "" +"Variable Rate Shading (VRS) ist eine Methode zur Verringerung dieser Shading-" +"Kosten, indem die Auflösung des *Pixel*-Shadings (auch *Fragment*-Shading " +"genannt) reduziert wird, während die ursprüngliche Auflösung für das Rendern " +"der Geometrie beibehalten wird. Das bedeutet, dass die Kanten der Geometrie " +"so scharf bleiben, wie sie es ohne VRS wären. VRS kann mit jeder :ref:" +"`doc_3d_antialiasing`-Technik (MSAA, FXAA, TAA, SSAA) kombiniert werden." msgid "" "VRS allows specifying the shading quality in a local manner, which makes it " @@ -50,95 +64,119 @@ msgid "" "*foveated rendering*, where the center of the viewport is more detailed than " "the edges." msgstr "" +"Mit VRS kann die Shading-Qualität lokal festgelegt werden, so dass bestimmte " +"Teile des Viewports ein detaillierteres Shading erhalten als andere. Dies " +"ist besonders in der virtuellen Realität (VR) nützlich, um ein *Foveated " +"Rendering* zu erreichen, bei dem die Mitte des Viewports detaillierter ist " +"als die Ränder." msgid "" "Here's a scene rendered with rate shading disabled then enabled, using the " "density map linked at the bottom of this page:" msgstr "" +"Hier ist eine Szene, die mit deaktiviertem und dann aktiviertem Rate Shading " +"gerendert wurde, unter Verwendung der unten auf dieser Seite verlinkten " +"Dichtekarte:" msgid "Variable rate shading disabled in textured scene" -msgstr "" +msgstr "Variable Rate Shading in texturierter Szene deaktiviert" msgid "" "Variable rate shading enabled in textured scene (lower quality but higher " "performance)" msgstr "" +"Variable Rate Shading in texturierter Szene aktiviert (geringere Qualität, " +"aber höhere Performance)" msgid "" "When used in scenes with low-frequency detail (such as scenes with a " "stylized/low-poly aesthetic), it's possible to achieve similar performance " "gains but with less reduction in visual quality:" msgstr "" +"Bei der Verwendung in Szenen mit niederfrequenten Details (z. B. Szenen mit " +"einer stilisierten/wenig plastischen Ästhetik) ist es möglich, ähnliche " +"Performance-Gewinne zu erzielen, jedoch mit geringeren Einbußen bei der " +"visuellen Qualität:" msgid "Variable rate shading disabled in untextured scene" -msgstr "" +msgstr "Variable Rate Shading in untexturierter Szene deaktiviert" msgid "" "Variable rate shading enabled in untextured scene (lower quality but higher " "performance)" msgstr "" +"Variable Rate Shading in untexturierter Szene aktiviert (geringere Qualität, " +"aber höhere Performance)" -#, fuzzy msgid "Hardware support" -msgstr "Browser-Unterstützung" +msgstr "Hardware-Unterstützung" msgid "Variable rate shading is only supported on specific GPUs:" -msgstr "" +msgstr "Variable Rate Shading wird nur von bestimmten GPUs unterstützt:" -#, fuzzy msgid "**Desktop:**" -msgstr "**Beschreibung**" +msgstr "**Desktop:**" msgid "NVIDIA Turing and newer (including GTX 1600 series)" -msgstr "" +msgstr "NVIDIA Turing und neuere Modelle (einschließlich GTX 1600 Serie)" msgid "" "AMD RDNA2 and newer (both integrated and dedicated GPUs – including Steam " "Deck)" msgstr "" +"AMD RDNA2 und neuer (sowohl integrierte Grafikchips als auch dedizierte GPUs " +"- einschließlich Steam Deck)" msgid "Intel Arc Alchemist and newer **(dedicated GPUs only)**" -msgstr "" +msgstr "Intel Arc Alchemist und neuer **(nur dedizierte GPUs)**" msgid "Intel integrated graphics do not support variable rate shading." msgstr "" +"Die integrierten Intel-Grafikchips unterstützen kein Variable Rate Shading." -#, fuzzy msgid "**Mobile SoCs:**" -msgstr "**Mobil**" +msgstr "**Mobile SoCs:**" msgid "Snapdragon 888 and newer" -msgstr "" +msgstr "Snapdragon 888 und neuer" msgid "MediaTek Dimensity 9000 and newer" -msgstr "" +msgstr "MediaTek Dimensity 9000 und neuer" msgid "ARM Mali-G615 and newer" -msgstr "" +msgstr "ARM Mali-G615 und neuer" msgid "" "As of January 2023, Apple and Raspberry Pi GPUs do not support variable rate " "shading." msgstr "" +"Mit Stand vom Januar 2023 unterstützen die Grafikprozessoren von Apple und " +"Raspberry Pi kein Variable Rate Shading." -#, fuzzy msgid "Using variable rate shading in Godot" -msgstr "NuGet Pakete in Godot nutzen" +msgstr "Variable Rate Shading in Godot verwenden" msgid "" "Both Forward Plus and Forward Mobile rendering methods support variable rate " "shading. VRS can be used in both pancake (non-XR) and XR display modes." msgstr "" +"Sowohl Forward Plus als auch Forward Mobile Rendering-Methoden unterstützen " +"Variable Rate Shading. VRS kann sowohl im Pancake- (nicht-XR) als auch im XR-" +"Anzeigemodus verwendet werden." msgid "" "The Compatibility rendering method does **not** support variable rate " "shading." msgstr "" +"Die Kompatibilität-Rendering-Methode unterstützt **kein** Variable Rate " +"Shading." msgid "" "In the advanced Project Settings, the **Rendering > VRS** section offers " "settings to control variable rate shading on the root viewport:" msgstr "" +"In den erweiterten Projekteinstellungen bietet der Abschnitt **Rendern > " +"VRS** Einstellungen zur Steuerung des Variable Rate Shading im Root Viewport:" msgid "" "**Mode:** Controls the variable rate shading mode. **Disabled** disables " @@ -146,16 +184,26 @@ msgid "" "shading density (see the property below). **XR** automatically generates a " "texture suited for foveated rendering in virtual/augmented reality." msgstr "" +"**Modus:** Steuert den Variable Rate Shading-Modus. **Deaktiviert** schaltet " +"Variable Rate Shading aus. **Textur** verwendet eine manuell erstellte " +"Textur, um die Shading-Dichte festzulegen (siehe Property unten). **XR** " +"generiert automatisch eine Textur, die für Foveated Rendering in der Virtual/" +"Augmented Reality geeignet ist." msgid "" "**Texture:** The texture to use to control shading density on the root " "viewport. Only used if **Mode** is **Texture**." msgstr "" +"**Textur:** Die Textur, die zur Steuerung der Shading-Dichte im Root " +"Viewport verwendet wird. Wird nur verwendet, wenn **Modus** auf **Textur** " +"eingestellt ist." msgid "" "For custom viewports, the VRS mode and texture must be set manually to the :" "ref:`class_Viewport` node." msgstr "" +"Für benutzerdefinierte Viewports müssen der VRS-Modus und die Textur manuell " +"auf den Node :ref:`class_Viewport` gesetzt werden." msgid "" "On unsupported hardware, there is no visual difference when variable rate " @@ -163,15 +211,22 @@ msgid "" "shading by running the editor or project with the ``--verbose`` :ref:" "`command line argument `." msgstr "" +"Auf nicht unterstützter Hardware gibt es keinen visuellen Unterschied, wenn " +"Variable Rate Shading aktiviert ist. Sie können überprüfen, ob die Hardware " +"Variable Rate Shading unterstützt, indem Sie den Editor oder das Projekt mit " +"dem ``--verbose`` :ref:`Kommandozeilenargument ` " +"ausführen." -#, fuzzy msgid "Creating a VRS density map" -msgstr "Erstellen einer Schlafpose" +msgstr "Erstellen einer VRS-Dichtekarte" msgid "" "If using the **Texture** VRS mode, you *must* set a texture to be used as a " "density map. Otherwise, no effect will be visible." msgstr "" +"Wenn Sie den VRS-Modus **Textur** verwenden, *müssen* Sie eine Textur " +"festlegen, die als Dichtekarte verwendet werden soll. Andernfalls wird kein " +"Effekt sichtbar sein." msgid "" "You can create your own VRS density map manually using an image editor, or " @@ -181,22 +236,34 @@ msgid "" "sure the VRS image generation process is fast enough to avoid outweighing " "the performance gains from VRS." msgstr "" +"Sie können Ihre eigene VRS-Dichtekarte manuell mit einem " +"Bildbearbeitungsprogramm erstellen oder sie mit einer anderen Methode " +"generieren (z.B. auf der CPU mit der Image-Klasse oder auf der GPU mit einem " +"Shader). Achten Sie jedoch auf die Auswirkungen auf die Performance, wenn " +"Sie ein VRS-Bild dynamisch erzeugen. Wenn Sie sich für die dynamische " +"Generierung entscheiden, stellen Sie sicher, dass der Prozess der VRS-" +"Bilderzeugung schnell genug ist, um die Performance-Gewinne durch VRS nicht " +"aufzuwiegen." msgid "The texture must follow these rules:" -msgstr "Die Textur muss diesen Regeln entsprechen:" +msgstr "Die Textur muss diesen Regeln folgen:" msgid "" "The texture *must* use a lossless compression format so that colors can be " "matched precisely." msgstr "" +"Die Textur *muss* ein verlustfreies Komprimierungsformat verwenden, damit " +"die Farben genau angepasst werden können." msgid "" "The following VRS densities are mapped to various colors, with brighter " "colors representing a lower level of shading precision:" msgstr "" +"Die folgenden VRS-Dichten werden verschiedenen Farben zugeordnet, wobei " +"hellere Farben einen geringeren Grad an Shading-Präzision darstellen:" msgid "Density" -msgstr "" +msgstr "Dichte" msgid "Color" msgstr "Farbe" @@ -204,77 +271,79 @@ msgstr "Farbe" msgid "Comment" msgstr "Kommentar" -#, fuzzy msgid "1×1 (highest detail)" -msgstr "1 (höchste)" +msgstr "1×1 (höchste Detailgenauigkeit)" msgid "``rgb(0, 0, 0) - #000000``" -msgstr "" +msgstr "``rgb(0, 0, 0) - #000000``" msgid "1×2" msgstr "1×2" msgid "``rgb(0, 85, 0) - #005500``" -msgstr "" +msgstr "``rgb(0, 85, 0) - #005500``" msgid "2×1" msgstr "2×1" msgid "``rgb(85, 0, 0) - #550000``" -msgstr "" +msgstr "``rgb(85, 0, 0) - #550000``" msgid "2×2" msgstr "2×2" msgid "``rgb(85, 85, 0) - #555500``" -msgstr "" +msgstr "``rgb(85, 85, 0) - #555500``" msgid "2×4" msgstr "2×4" msgid "``rgb(85, 170, 0) - #55aa00``" -msgstr "" +msgstr "``rgb(85, 170, 0) - #55aa00``" msgid "4×2" msgstr "4×2" msgid "``rgb(170, 85, 0) - #aa5500``" -msgstr "" +msgstr "``rgb(170, 85, 0) - #aa5500``" msgid "4×4" msgstr "4×4" msgid "``rgb(170, 170, 0) - #aaaa00``" -msgstr "" +msgstr "``rgb(170, 170, 0) - #aaaa00``" msgid "4×8" msgstr "4×8" msgid "``rgb(170, 255, 0) - #aaff00``" -msgstr "" +msgstr "``rgb(170, 255, 0) - #aaff00``" msgid "Not supported on most hardware." -msgstr "" +msgstr "Wird von den meisten Geräten nicht unterstützt." msgid "8×4" msgstr "8×4" msgid "``rgb(255, 170, 0) - #ffaa00``" -msgstr "" +msgstr "``rgb(255, 170, 0) - #ffaa00``" msgid "8×8 (lowest detail)" -msgstr "" +msgstr "8×8 (niedrigste Detailstufe)" msgid "``rgb(255, 255, 0) - #ffff00``" -msgstr "" +msgstr "``rgb(255, 255, 0) - #ffff00``" msgid "" "For example, this VRS density texture provides the highest shading density " "in the center of the viewport, and the lowest shading density in the corners:" msgstr "" +"Diese VRS-Dichte-Textur bietet zum Beispiel die höchste Shading-Dichte in " +"der Mitte des Viewports und die niedrigste Shading-Dichte in den Ecken:" msgid "Example VRS density map texture, simulating foveated rendering" msgstr "" +"Beispiel einer VRS-Dichtekartentextur, die Foveated Rendering simuliert" msgid "" "There are no size or aspect ratio requirements for the VRS density texture. " @@ -285,6 +354,15 @@ msgid "" "pixels. You can view the tile size by running Godot with the ``--verbose`` " "command line argument, as it's printed in the VRS debugging information." msgstr "" +"Für die VRS-Dichtetextur gibt es keine Anforderungen an Größe oder " +"Seitenverhältnis. Es ist jedoch nicht sinnvoll, eine VRS-Dichtekarte zu " +"verwenden, die größer ist als die Viewport-Auflösung geteilt durch die " +"*Kachelgröße* der GPU. Die Kachelgröße bestimmt den kleinsten Pixelbereich, " +"in dem die Shading-Dichte getrennt von anderen Kacheln geändert werden kann. " +"Bei den meisten GPUs beträgt diese Kachelgröße 8×8 Pixel. Sie können die " +"Kachelgröße anzeigen, indem Sie Godot mit dem Kommandozeilenargument ``--" +"verbose`` ausführen, da sie in den VRS-Debugging-Informationen ausgegeben " +"wird." msgid "" "Therefore, sticking to a relatively low resolution such as 256×256 (square) " @@ -292,48 +370,60 @@ msgid "" "texture may be more suited compared to a texture that matches the most " "common viewport aspect ratio in your project (such as 16:9)." msgstr "" +"Daher wird empfohlen, eine relativ niedrige Auflösung wie 256×256 " +"(quadratisch) oder 480×270 (16:9) zu wählen. Je nach Anwendungsfall kann " +"eine quadratische Textur besser geeignet sein als eine Textur, die dem in " +"Ihrem Projekt am häufigsten verwendeten Viewport-Seitenverhältnis entspricht " +"(z. B. 16:9)." msgid "" "When using variable rate shading, you can use a negative :ref:`texture " "mipmap LOD bias ` to reduce blurriness " "in areas with reduced shading rate." msgstr "" +"Wenn Sie Variable Rate Shading verwenden, können Sie einen negativen :ref:" +"`Textur-Mipmap LOD-Bias ` verwenden, um " +"die Unschärfe in Bereichen mit reduzierter Shading-Rate zu reduzieren." msgid "" "Note that the texture LOD bias is set globally, so this will also affect " "areas of the viewport with full shading rate. Don't use values that are too " "low, or textures will appear grainy." msgstr "" +"Beachten Sie, dass der LOD-Bias der Textur global eingestellt wird, so dass " +"sich dies auch auf Bereiche des Viewports mit voller Shading-Rate auswirkt. " +"Verwenden Sie keine zu niedrigen Werte, sonst wirken die Texturen körnig." -#, fuzzy msgid "Performance comparison" -msgstr "Leistungseinschränkungen" +msgstr "Performance-Vergleich" msgid "" "To give an idea of how much VRS can improve performance in theory, here's a " "performance comparison with the textured example scene shown at the top of " "this page. The VRS density map example present on this page is used." msgstr "" +"Um eine Vorstellung davon zu vermitteln, wie sehr VRS die Performance " +"theoretisch verbessern kann, hier ein Performance-Vergleich mit der " +"texturierten Beispielszene, die oben auf dieser Seite gezeigt wird. Es wird " +"das VRS-Dichtekartenbeispiel auf dieser Seite verwendet." msgid "" "Results were captured on a GeForce RTX 4090 with the NVIDIA 525.60.11 driver." msgstr "" +"Die Ergebnisse wurden auf einer GeForce RTX 4090 mit dem NVIDIA-Treiber " +"525.60.11 ermittelt." -#, fuzzy msgid "Resolution" -msgstr "iResolution" +msgstr "Auflösung" -#, fuzzy msgid "VRS disabled" -msgstr "Deaktiviert" +msgstr "VRS deaktiviert" -#, fuzzy msgid "VRS enabled" -msgstr "Aktiviert" +msgstr "VRS aktiviert" -#, fuzzy msgid "Performance improvement" -msgstr "Leistungseinschränkungen" +msgstr "Verbesserung der Performance" msgid "1920×1080 (Full HD)" msgstr "1920×1080 (Full HD)" @@ -388,12 +478,18 @@ msgid "" "beneficial at higher target resolutions. The reduction in visual quality is " "also less noticeable at high resolutions." msgstr "" +"Was die Performance betrifft, so ist Variable Rate Shading bei höheren " +"Auflösungen vorteilhafter. Auch die Verschlechterung der visuellen Qualität " +"ist bei hohen Auflösungen weniger spürbar." msgid "" "For non-VR games, you will probably have to use a less aggressive VRS " "texture than what was used in this example. As a result, the effective " "performance gains will be lower." msgstr "" +"Für Nicht-VR-Spiele müssen Sie wahrscheinlich eine weniger aggressive VRS-" +"Textur als die in diesem Beispiel verwendete verwenden. Infolgedessen werden " +"die effektiven Performance-Gewinne geringer ausfallen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po index 596e11fadb..e1a76b45a8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,30 +24,42 @@ msgid "" "Along with :ref:`doc_mesh_lod` and :ref:`doc_occlusion_culling`, visibility " "ranges are another tool to improve performance in large, complex 3D scenes." msgstr "" +"Zusammen mit :ref:`doc_mesh_lod` und :ref:`doc_occlusion_culling` ist " +"reichweitenbasierte Sichtbarkeit ein weiteres Tool zur Verbesserung der " +"Performance in großen, komplexen 3D-Szenen." -#, fuzzy msgid "On this page, you'll learn:" msgstr "Auf dieser Seite erfahren Sie:" msgid "What visibility ranges can do and which scenarios they are useful in." msgstr "" +"Was reichweitenbasierte Sichtbarkeit leisten kann und in welchen Szenarien " +"sie nützlich ist." msgid "How to set up visibility ranges (manual LOD) in Godot." msgstr "" +"Einrichten von reichweitenbasierter Sichtbarkeit (manuelles LOD) in Godot." msgid "How to tune visibility ranges for best performance and quality." msgstr "" +"Wie man die reichweitenbasierter Sichtbarkeit für beste Performance und " +"Qualität einstellt." msgid "" "If you only need meshes to become less detailed over distance but don't have " "manually authored LOD meshes, consider relying on automatic :ref:" "`doc_mesh_lod` instead." msgstr "" +"Wenn Sie nur Meshes benötigen, die mit zunehmender Entfernung weniger " +"detailliert werden, aber keine manuell erstellten LOD-Meshes haben, sollten " +"Sie sich stattdessen auf das automatische :ref:`doc_mesh_lod` verlassen." msgid "" "Note that automatic mesh LOD and visibility ranges can be used at the same " "time, even on the same mesh." msgstr "" +"Beachten Sie, dass automatische Mesh-LOD- und reichweitenbasierte " +"Sichtbarkeits gleichzeitig verwendet werden können, sogar für dasselbe Mesh." msgid "How it works" msgstr "Wie es funktioniert" @@ -59,6 +71,12 @@ msgid "" "Level of Detail)`, but also GPUParticles3D, CPUParticles3D, Label3D, " "Sprite3D, AnimatedSprite3D and CSGShape3D." msgstr "" +"Reichweitenbasierte Sichtbarkeit kann mit jedem Node verwendet werden, der " +"von GeometryInstance3D erbt. Das bedeutet, dass sie nicht nur mit " +"MeshInstance3D und MultiMeshInstance3D für von Künstlern gesteuertes :abbr:" +"`HLOD (Hierarchisches Level of Detail)` verwendet werden können, sondern " +"auch mit GPUParticles3D, CPUParticles3D, Label3D, Sprite3D, AnimatedSprite3D " +"und CSGShape3D." msgid "" "Since visibility ranges are configured on a per-node basis, this makes it " @@ -67,6 +85,11 @@ msgid "" "representing a tree when up close, and replace it with a Sprite3D impostor " "in the distance to improve performance." msgstr "" +"Da reichweitenbasierte Sichtbarkeit pro Node konfiguriert wird, ist es " +"möglich, verschiedene Node-Typen als Teil eines :abbr:`LOD (Level of " +"Detail)`-Systems zu verwenden. Zum Beispiel könnte man ein MeshInstance3D, " +"das einen Baum darstellt, aus der Nähe anzeigen und es in der Ferne durch " +"einen Sprite3D-Imitator ersetzen, um die Performance zu verbessern." msgid "" "The benefit of :abbr:`HLOD (Hierarchical Level of Detail)` over a " @@ -78,6 +101,15 @@ msgid "" "turns into a single MeshInstance3D that represents a less detailed group of " "houses (or use a MultiMeshInstance3D)." msgstr "" +"Der Vorteil von :abbr:`HLOD (Hierarchisches Level of Detail)` gegenüber " +"einem traditionellen :abbr:`LOD (Level of Detail)`-System ist sein " +"hierarchischer Charakter. Ein einziges größeres Mesh kann mehrere kleinere " +"Meshes ersetzen, so dass die Anzahl der Zeichenaufrufe in der Ferne " +"reduziert werden kann, während in der Nähe die Möglichkeit des Culling " +"erhalten bleibt. Beispielsweise kann eine Häusergruppe, die aus der Nähe " +"betrachtet einzelne MeshInstance3D-Nodes (einen für jedes Haus) verwendet, " +"in ein einziges MeshInstance3D umgewandelt werden, das eine weniger " +"detaillierte Häusergruppe darstellt (oder ein MultiMeshInstance3D verwenden)." msgid "" "Lastly, visibility ranges can also be used to fade certain objects entirely " @@ -86,10 +118,15 @@ msgid "" "be faded using visibility ranges when they're too far away to be readable or " "relevant to the player." msgstr "" +"Schließlich kann die reichweitenbasierte Sichtbarkeit auch dazu verwendet " +"werden, bestimmte Objekte ganz auszublenden, wenn die Kamera zu nah oder zu " +"weit weg ist. Dies kann für Gameplay-Zwecke verwendet werden, aber auch, um " +"visuelle Vermüllung zu reduzieren. Zum Beispiel können Label3D-Nodes mit " +"Hilfe reichweitenbasierter Sichtbarkeit ausgeblendet werden, wenn sie zu " +"weit entfernt sind, um für den Spieler lesbar oder relevant zu sein." -#, fuzzy msgid "Setting up visibility range" -msgstr "Einrichten des Rigs" +msgstr "Einrichten des Sichtbarkeitsbereichs" msgid "" "This is a quick-start guide for configuring a basic LOD system. After " @@ -99,94 +136,135 @@ msgid "" "properties. This prevents LODs from popping back and forth too quickly when " "the camera is moving at the \"edge\" of the LOD transition." msgstr "" +"Dies ist eine Schnellstart-Anleitung für die Konfiguration eines einfachen " +"LOD-Systems. Wenn Sie dieser Anleitung folgen, wird dieses LOD-System ein " +"SphereMesh anzeigen, wenn Sie nah dran sind, und ein BoxMesh, wenn die " +"Kamera weit genug entfernt ist. Über die Propertys **Abstand Beginn** und " +"**Abstand Ende** wird außerdem eine kleiner Hysterese-Abstand konfiguriert. " +"Dadurch wird verhindert, dass die LODs zu schnell hin und her springen, wenn " +"sich die Kamera an der \"Kante\" des LOD-Übergangs bewegt." msgid "" "The visibility range properties can be found in the **Visibility Range** " "section of the GeometryInstance3D inspector after selecting the " "MeshInstance3D Node." msgstr "" +"Die Propertys des Sichtbarkeitsbereichs sind im Abschnitt " +"**Sichtbarkeitsbereich** des GeometryInstance3D-Inspektors nach Auswahl des " +"MeshInstance3D-Node zu finden." msgid "" "Add a Node3D node that will be used to group the two MeshInstance3D nodes " "together." msgstr "" +"Fügen Sie einen Node3D-Node hinzu, der zur Gruppierung der beiden " +"MeshInstance3D-Nodes verwendet wird." msgid "" "Add a first MeshInstance3D node as a child of the Node3D. Assign a new " "SphereMesh to its Mesh property." msgstr "" +"Fügen Sie einen ersten MeshInstance3D-Node als untergeordnetes Element des " +"Node3D hinzu. Weisen Sie seiner Mesh-Property ein neues SphereMesh zu." msgid "" "Set the first MeshInstance3D's visibility range **End** to ``10.0`` and " "**End Margin** to ``1.0``." msgstr "" +"Setzen Sie den Sichtbarkeitsbereich **Ende** der ersten MeshInstance3D auf " +"``10.0`` und **Abstand Ende** auf ``1.0``." msgid "" "Add a second MeshInstance3D node as a child of the Node3D. Assign a new " "BoxMesh to its Mesh property." msgstr "" +"Fügen Sie einen zweiten MeshInstance3D-Node als untergeordnetes Element von " +"Node3D hinzu. Weisen Sie der Mesh-Property ein neues BoxMesh zu." msgid "" "Set the second MeshInstance3D's visibility range **Begin** to ``10.0`` and " "**Begin Margin** to ``1.0``." msgstr "" +"Setzen Sie den Sichtbarkeitsbereich **Beginn** der zweiten MeshInstance3D " +"auf ``10.0`` und **Abstand Beginn** auf ``1.0``." msgid "" "Move the camera away and back towards the object. Notice how the object will " "transition from a sphere to a box as the camera moves away." msgstr "" +"Bewegen Sie die Kamera von dem Objekt weg und wieder zu ihm hin. Beachten " +"Sie, wie das Objekt von einer Kugel zu einem Kasten wird, wenn sich die " +"Kamera entfernt." -#, fuzzy msgid "Visibility range properties" -msgstr "Signale und Eigenschaften" +msgstr "Propertys des Sichtbarkeitsbereichs" msgid "" "In the inspector of any node that inherits from GeometryInstance3D, you can " "adjust the following properties in the GeometryInstance3D's **Visibility " "Range** section:" msgstr "" +"Im Inspektor eines jeden Nodes, der von GeometryInstance3D erbt, können Sie " +"die folgenden Propertys im Abschnitt **Sichtbarkeitsbereich** von " +"GeometryInstance3D anpassen:" msgid "" "**Begin:** The instance will be hidden when the camera is closer to the " "instance's *origin* than this value (in 3D units)." msgstr "" +"**Beginn:** Die Instanz wird ausgeblendet, wenn die Kamera näher am " +"*Ursprung* der Instanz ist als dieser Wert (in 3D-Einheiten)." msgid "" "**Begin Margin:** The hysteresis or alpha fade transition distance to use " "for the close-up transition (in 3D units). The behavior of this property " "depends on **Fade Mode**." msgstr "" +"**Abstand Beginn:** Die Hysterese- oder Alpha-Fade-Übergangsdistanz, die für " +"den Close-up-Übergang verwendet werden soll (in 3D-Einheiten). Das Verhalten " +"dieser Property hängt vom **Fading-Modus** ab." msgid "" "**End:** The instance will be hidden when the camera is further away from " "the instance's *origin* than this value (in 3D units)." msgstr "" +"**Ende:** Die Instanz wird ausgeblendet, wenn die Kamera weiter vom " +"*Ursprung* der Instanz entfernt ist als dieser Wert (in 3D-Einheiten)." msgid "" "**End Margin:** The hysteresis or alpha fade transition distance to use for " "the far-away transition (in 3D units). The behavior of this property depends " "on **Fade Mode**." msgstr "" +"**Abstand Ende:** Der Hysterese- oder Alpha-Fade-Übergangsabstand, der für " +"den Übergang in die Ferne verwendet werden soll (in 3D-Einheiten). Das " +"Verhalten dieser Property hängt vom **Fading-Modus** ab." msgid "" "**Fade Mode:** Controls how the transition between LOD levels should be " "performed. See below for details." msgstr "" +"**Fading-Modus:** Legt fest, wie der Übergang zwischen den LOD-Stufen " +"erfolgen soll. Siehe unten für Details." -#, fuzzy msgid "Fade mode" -msgstr "Render Modus" +msgstr "Fading-Modus" msgid "" "The fade mode chosen only has a visible impact if either **Visibility Range " "> Begin Margin** or **Visibility Range > End Margin** is greater than " "``0.0``." msgstr "" +"Der gewählte Fading-Modus hat nur dann eine sichtbare Auswirkung, wenn " +"entweder **Sichtbarkeitsbereich > Abstand Beginn** oder " +"**Sichtbarkeitsbereich > Abstand Ende** größer als ``0,0`` ist." msgid "" "In the inspector's **Visibility Range** section, there are 3 fade modes to " "choose from:" msgstr "" +"Im Abschnitt **Sichtbarkeitsbereich** des Inspektors können Sie zwischen 3 " +"Fading-Modi wählen:" msgid "" "**Disabled:** Uses hysteresis to switch between LOD levels instantly. This " @@ -197,6 +275,14 @@ msgid "" "performance as it doesn't force rendering to become transparent during the " "fade transition." msgstr "" +"**Deaktiviert:** Verwendet die Hysterese, um sofort zwischen den LOD-Ebenen " +"zu wechseln. Dies verhindert Situationen, in denen die LOD-Ebenen schnell " +"hin- und hergeschaltet werden, wenn sich der Spieler am LOD-Übergangspunkt " +"vorwärts und dann rückwärts bewegt. Der Hystereseabstand wird durch " +"**Sichtbarkeitsbereich > Abstand Anfang** und **Sichtbarkeitsbereich > " +"Abstand Ende** bestimmt. Dieser Modus bietet die beste Performance, da er " +"das Rendering nicht dazu zwingt, während des Fading-Übergangs transparent zu " +"werden." msgid "" "**Self:** Uses alpha blending to smoothly fade between LOD levels. The node " @@ -206,6 +292,13 @@ msgid "" "rendering on the object during its fade transition, so it has a performance " "impact." msgstr "" +"**Selbst:** Verwendet Alpha-Blending, um sanft zwischen LOD-Ebenen zu " +"überblenden. Der Node blendet sich selbst aus, wenn er die Grenzen seines " +"eigenen Sichtbarkeitsbereichs erreicht. Die Fading-Übergangsdistanz wird " +"durch **Sichtbarkeitsbereich > Abstand Beginn** und **Sichtbarkeitsbereich > " +"Abstand Ende** bestimmt. Dieser Modus erzwingt ein transparentes Rendering " +"des Objekts während des Fading-Übergangs und hat daher Auswirkungen auf die " +"Performance." msgid "" "**Dependencies:** Uses alpha blending to smoothly fade between LOD levels. " @@ -218,21 +311,37 @@ msgid "" "acts the same as **Self** if visibility ranges are used to perform non-" "hierarchical LOD." msgstr "" +"**Abhängigkeiten:** Verwendet Alpha-Blending, um sanft zwischen LOD-Ebenen " +"zu überblenden. Der Node blendet seine Abhängigkeiten ein, wenn er die " +"Grenzen seines eigenen Sichtbarkeitsbereichs erreicht. Der Abstand des " +"Fading-Übergangs wird durch **Sichtbarkeitsbereich > Abstand Beginn** und " +"**Sichtbarkeitsbereich > Abstand Ende** bestimmt. Dieser Modus erzwingt ein " +"transparentes Rendering des Objekts während des Fading-Übergangs und hat " +"daher Auswirkungen auf die Performance. Dieser Modus ist für hierarchische " +"LOD-Systeme gedacht, die :ref:`Sichtbarkeit Parent " +"` verwenden. Er verhält sich " +"genauso wie **Sebst**, wenn reichweitenbasierte Sichtbarkeit verwendet wird, " +"um nicht-hierarchische LOD durchzuführen." -#, fuzzy msgid "Visibility parent" -msgstr "Sichtbarkeitsrechteck" +msgstr "Sichtbarkeit Parent" msgid "" "The **Visibility Parent** property makes it easier to set up :abbr:`HLOD " "(Hierarchical Level of Detail)`. It allows automatically hiding child nodes " "if its parent is visible given its current visibility range properties." msgstr "" +"Die **Sichtbarkeit Parent**-Property erleichtert die Einrichtung von :abbr:" +"`HLOD (Hierarchisches Level of Detail)`. Sie ermöglicht es, untergeordnete " +"Nodes automatisch auszublenden, wenn ihre übergeordneten Nodes aufgrund " +"ihrer aktuellen Sichtbarkeitsbereichs-Propertys sichtbar sind." msgid "" "The target of **Visibility Parent** *must* inherit from :ref:" "`class_GeometryInstance3D`." msgstr "" +"Das Ziel von **Sichtbarkeit Parent** *muss* von :ref:" +"`class_GeometryInstance3D` erben." msgid "" "Despite its name, the **Visibility Parent** property *can* point to a node " @@ -241,11 +350,19 @@ msgid "" "creates a dependency cycle which is not supported. You will get an error " "message in the Output panel if a dependency cycle occurs." msgstr "" +"Trotz ihres Namens kann die Property **Sichtbarkeit Parent** auf einen Node " +"verweisen, der kein Parent des Nodes im Szenenbaum ist. Es ist jedoch " +"unmöglich, **Sichtbarkeit Parent** auf einen untergeordneten Node zu zeigen " +"zu lassen, da dies einen Abhängigkeitszyklus erzeugt, der nicht unterstützt " +"wird. Sie erhalten eine Fehlermeldung im Ausgabefenster, wenn ein " +"Abhängigkeitszyklus auftritt." msgid "" "Given the following scene tree (where all nodes inherit from " "GeometryInstance3D):" msgstr "" +"Gegeben sei der folgende Szenenbaum (bei dem alle Nodes von " +"GeometryInstance3D erben):" msgid "" "In this example, *BatchOfHouses* is a large mesh designed to represent all " @@ -253,23 +370,37 @@ msgid "" "MeshInstance3Ds representing individual houses. To configure HLOD in this " "example, we only need to configure two things:" msgstr "" +"In diesem Beispiel ist *BatchOfHouses* ein großes Mesh, das alle " +"untergeordneten Nodes darstellen soll, wenn sie aus der Ferne betrachtet " +"werden. *House1* bis *House4* sind kleinere MeshInstance3Ds, die einzelne " +"Häuser darstellen. Um HLOD in diesem Beispiel zu konfigurieren, müssen wir " +"nur zwei Dinge konfigurieren:" msgid "" "Set **Visibility Range Begin** to a number greater than `0.0` so that " "*BatchOfHouses* only appears when far away enough from the camera. Below " "this distance, we want *House1* to *House4* to be displayed instead." msgstr "" +"Setzen Sie **Beginn Sichtbarkeitsbereich** auf eine Zahl größer als `0.0`, " +"damit *BatchOfHouses* nur angezeigt wird, wenn es weit genug von der Kamera " +"entfernt ist. Unterhalb dieser Entfernung sollen stattdessen *House1* bis " +"*House4* angezeigt werden." msgid "" "On *House1* to *House4*, assign the **Visibility Parent** property to " "*BatchOfHouses*." msgstr "" +"Weisen Sie bei *House1* bis *House4* die Property **Sichtbarkeit Parent** " +"der Property *BatchOfHouses* zu." msgid "" "This makes it easier to perform further adjustments, as you don't need to " "adjust the **Visibility Range Begin** of *BatchOfHouses* and **Visibility " "Range End** of *House1* to *House4*." msgstr "" +"Dies erleichtert die Durchführung weiterer Anpassungen, da Sie **Beginn " +"Sichtbarkeitsbereich** von *BatchOfHouses* und den **Ende " +"Sichtbarkeitsbereich** von *House1* bis *House4* nicht anpassen müssen." msgid "" "Fade mode is automatically handled by the **Visibility Parent** property, so " @@ -278,12 +409,22 @@ msgid "" "(Hierarchical Level of Detail)` setup, you may want to try both the **Self** " "and **Dependencies** :ref:`fade modes `." msgstr "" +"Der Fading-Modus wird automatisch über die Property **Sichtbarkeit Parent** " +"gesteuert, so dass die Child-Nodes erst ausgeblendet werden, wenn der Parent-" +"Node vollständig ausgeblendet ist. Dies geschieht, um sichtbares Pop-In zu " +"minimieren. Je nach :abbr:`HLOD (Hierarchisches Level of Detail)` können Sie " +"sowohl die **Self** als auch die **Dependencies** :ref:`Fading-Modi " +"` ausprobieren." msgid "" "Nodes hidden via the **Visible** property are essentially removed from the " "visibility dependency tree, so dependent instances will not take the hidden " "node or its ancestors into account." msgstr "" +"Nodes, die über die **Sichtbar**-Property ausgeblendet werden, werden im " +"Wesentlichen aus dem Sichtbarkeits-Abhängigkeitsbaum entfernt, so dass " +"abhängige Instanzen den ausgeblendeten Node oder seine übergeordneten " +"Elemente nicht berücksichtigen." msgid "" "In practice, this means that if the target of the **Visibility Parent** node " @@ -291,13 +432,19 @@ msgid "" "not be hidden according to the **Visibility Range Begin** value specified in " "the visibility parent." msgstr "" +"In der Praxis bedeutet dies, dass, wenn das Ziel des Nodes **Sichtbarkeit " +"Parent** durch Setzen seiner **Sichtbar** Property auf ``false`` " +"ausgeblendet wird, der Node nicht entsprechend dem **Beginn " +"Sichtbarkeitsbereich**-Wert, der im Sichtbarkeit Parent angegeben ist, " +"ausgeblendet wird." -#, fuzzy msgid "Configuration tips" -msgstr "Konfiguration" +msgstr "Tipps zur Konfiguration" msgid "Use simpler materials at a distance to improve performance" msgstr "" +"Verwenden Sie einfachere Materialien in der Ferne, um die Performance zu " +"verbessern" msgid "" "One way to further improve performance is to use simpler materials for " @@ -308,6 +455,15 @@ msgid "" "GPU is to use simpler materials when they don't make much of a visual " "difference." msgstr "" +"Eine Möglichkeit, die Performance weiter zu verbessern, besteht darin, " +"einfachere Materialien für entfernte LOD-Meshes zu verwenden. Durch die " +"Verwendung von LOD-Meshes wird zwar die Anzahl der zu rendernden Vertices " +"reduziert, die Pro-Pixel-Shading-Last für Materialien bleibt jedoch " +"identisch. In komplexen 3D-Szenen stellt die Shading-Belastung durch die " +"Schattierung pro Pixel jedoch regelmäßig einen Bottleneck für die GPU dar. " +"Eine Möglichkeit, diese Shading-Belastung auf der GPU zu reduzieren, besteht " +"darin, einfachere Materialien zu verwenden, wenn sie keinen großen visuellen " +"Unterschied machen." msgid "" "Performance gains when doing so should be carefully measured, as increasing " @@ -316,14 +472,22 @@ msgid "" "in a net performance gain as a result of the fewer per-pixel calculations " "required." msgstr "" +"Performancegewinne sollten dabei sorgfältig abgewogen werden, da die " +"Erhöhung der Anzahl *eindeutiger* Materialien in einer Szene allein schon " +"Performance-Kosten mit sich bringt. Dennoch kann die Verwendung von " +"einfacheren Materialien für Meshes mit geringer LOD zu einem Netto-" +"Performance-Gewinn führen, da weniger Berechnungen pro Pixel erforderlich " +"sind." msgid "" "For example, on the materials used by distant LOD meshes, you can disable " "expensive material features such as:" msgstr "" +"Bei den Materialien, die von Meshes mit entferntem LOD verwendet werden, " +"können Sie zum Beispiel teure Materialfunktionen deaktivieren:" msgid "Normal Map (especially on mobile platforms)" -msgstr "" +msgstr "Normal Map (insbesondere auf mobilen Plattformen)" msgid "Rim" msgstr "Umrandung" @@ -340,63 +504,84 @@ msgstr "Höhe" msgid "Subsurface Scattering" msgstr "Subsurface Scattering" -#, fuzzy msgid "Back Lighting" -msgstr "Beleuchtung einbrennen" +msgstr "Hintergrundbeleuchtung" msgid "Refraction" msgstr "Brechung" -#, fuzzy msgid "Proximity Fade" -msgstr "Prioritätsmodus" +msgstr "Nah-Fading" msgid "Use dithering for LOD transitions" -msgstr "" +msgstr "Dithering für LOD-Übergänge verwenden" msgid "" "Godot currently only supports alpha-based fading for visibility ranges. You " "can however use dithering instead by using several different materials for " "different LOD levels." msgstr "" +"Godot unterstützt derzeit nur alphabasiertes Fading für reichweitenbasierte " +"Sichtbarkeit. Sie können jedoch stattdessen Dithering verwenden, indem Sie " +"mehrere verschiedene Materialien für verschiedene LOD-Stufen verwenden." msgid "" "There are two advantages to using dithering over alpha blending for LOD " "transitions:" msgstr "" +"Die Verwendung von Dithering gegenüber Alpha-Blending für LOD-Übergänge hat " +"zwei Vorteile:" msgid "" "Higher performance, as dithering transparency is faster to render compared " "to alpha blending." msgstr "" +"Höhere Performance, da Dithering-Transparenz im Vergleich zu Alpha-Blending " +"schneller gerendert werden kann." msgid "" "No visual glitches due to :ref:`transparency sorting issues " "` during LOD transitions." msgstr "" +"Keine visuellen Störungen aufgrund von :ref:`Transparenzsortierungsproblemen " +"` bei LOD-Übergängen." msgid "" "The downside of dithering is that a \"noisy\" pattern is visible during LOD " "fade transitions. This may not be as noticeable at higher viewport " "resolutions or when temporal antialiasing is enabled." msgstr "" +"Der Nachteil des Dithering ist, dass bei LOD-Fading-Übergängen ein " +"\"verrauschtes\" Muster sichtbar wird. Dies ist bei höheren Auflösungen des " +"Ansichtsfensters oder bei aktiviertem temporalem Antialiasing möglicherweise " +"nicht so auffällig." msgid "" "Also, as distance fade in BaseMaterial3D only supports fading up close *or* " "fading when far away, this setup is best used with only two LODs as part of " "the setup." msgstr "" +"Da das Fern-Fading in BaseMaterial3D nur das Fading in der Nähe *oder* das " +"Fading in der Ferne unterstützt, wird diese Einstellung am besten mit nur " +"zwei LODs als Teil der Einstellung verwendet." msgid "" "Ensure **Begin Margin** and **End Margin** is set to ``0.0`` on both " "MeshInstance3D nodes, as hysteresis or alpha fade are not desired here." msgstr "" +"Vergewissern Sie sich, dass **Abstand Beginn** und **Abstand Ende** auf " +"beiden MeshInstance3D-Nodes auf ``0.0`` gesetzt ist, da Hysterese oder Alpha " +"Fade hier nicht erwünscht sind." msgid "" "On both MeshInstance3D nodes, *decrease* **Begin** by the desired fade " "transition distance and *increase* **End** by the same distance. This is " "required for the dithering transition to actually be visible." msgstr "" +"*Verringern* Sie auf beiden MeshInstance3D-Nodes **Beginn** um die " +"gewünschte Distanz des Fading-Übergangs und erhöhen Sie **Ende** um dieselbe " +"Distanz. Dies ist erforderlich, damit der Dithering-Übergang tatsächlich " +"sichtbar ist." msgid "" "On the MeshInstance3D that is displayed up close, edit its material in the " @@ -404,6 +589,11 @@ msgid "" "Distance** to the same value as the visibility range **End**. Set **Max " "Distance** to the same value *minus* the fade transition distance." msgstr "" +"Bearbeiten Sie bei der MeshInstance3D, die aus der Nähe angezeigt wird, das " +"Material im Inspektor. Setzen Sie den Modus **Fern-Fading** auf **Objekt-" +"Dither**. Setzen Sie **Min Distanz** auf denselben Wert wie den " +"Sichtbarkeitsbereich **End**. Setzen Sie **Max Distanz** auf denselben Wert " +"*minus* der Fading-Übergangsdistanz." msgid "" "On the MeshInstance3D that is displayed far away, edit its material in the " @@ -411,6 +601,11 @@ msgid "" "Distance** to the same value as the visibility range **Begin**. Set **Max " "Distance** to the same value *plus* the fade transition distance." msgstr "" +"Bearbeiten Sie das Material der MeshInstance3D, die in der Ferne angezeigt " +"wird, im Inspektor. Setzen Sie seinen **Fern-Fading**-Modus auf **Objekt-" +"Dither**. Setzen Sie **Min Distanz** auf denselben Wert wie den " +"Sichtbarkeitsbereich **Beginn**. Setzen Sie **Max Distanz** auf denselben " +"Wert *plus* die Fading-Übergangsdistanz." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po index 8d1590b32b..c17d3e4f4b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,6 +24,8 @@ msgid "" "Volumetric fog is only supported in the Clustered Forward rendering backend, " "not Forward Mobile or Compatibility." msgstr "" +"Volumetrischer Nebel wird nur im Clustered Forward Rendering-Backend " +"unterstützt, nicht aber in Forward Mobile oder Kompatibilität." msgid "" "As described in :ref:`doc_environment_and_post_processing`, Godot supports " @@ -31,45 +33,57 @@ msgid "" "volumetric) fog and volumetric fog. Traditional fog affects the entire scene " "at once and cannot be customized with :ref:`doc_fog_shader`." msgstr "" +"Wie in :ref:`doc_environment_and_post_processing` beschrieben, unterstützt " +"Godot verschiedene visuelle Effekte, darunter zwei Arten von Nebel: " +"traditionellen (nicht-volumetrischen) Nebel und volumetrischen Nebel. " +"Traditioneller Nebel betrifft die gesamte Szene auf einmal und kann nicht " +"mit :ref:`doc_fog_shader` angepasst werden." msgid "" "Volumetric fog can be used at the same time as non-volumetric fog if desired." msgstr "" +"Volumetrischer Nebel kann auf Wunsch gleichzeitig mit nicht-volumetrischem " +"Nebel verwendet werden." -#, fuzzy msgid "On this page, you'll learn:" msgstr "Auf dieser Seite erfahren Sie:" msgid "How to set up volumetric fog in Godot." -msgstr "" +msgstr "Wie man volumetrischen Nebel in Godot einrichtet." msgid "" "What fog volumes are and how they differ from \"global\" volumetric fog." msgstr "" +"Was Nebelvolumen sind und wie sie sich von \"globalem\" volumetrischem Nebel " +"unterscheiden." -#, fuzzy msgid "" "You can see how volumetric fog works in action using the `Volumetric Fog " "demo project `__." msgstr "" -"Wenn Sie anhand eines Beispiels besser lernen, finden Sie das Demo-Projekt " -"`hier `__." +"Sie können sehen, wie volumetrischer Nebel in Aktion funktioniert, indem Sie " +"das `Volumetric Fog demo project `__ benutzen." msgid "" "Here is a comparison between traditional fog (which does not interact with " "lighting) and volumetric fog, which is able to interact with lighting:" msgstr "" +"Hier ist ein Vergleich zwischen traditionellem Nebel (der nicht mit der " +"Beleuchtung interagiert) und volumetrischem Nebel, der mit der Beleuchtung " +"interagieren kann:" -#, fuzzy msgid "Volumetric fog properties" -msgstr "Eigenschaften gruppieren" +msgstr "Propertys des volumetrischen Nebels" msgid "" "After enabling volumetric fog in the WorldEnvironment node's Environment " "resource, you can edit the following properties:" msgstr "" +"Nachdem Sie den volumetrischen Nebel in der Environment-Ressource des " +"WorldEnvironment-Nodes aktiviert haben, können Sie die folgenden Propertys " +"bearbeiten:" msgid "" "**Density:** The base *exponential* density of the volumetric fog. Set this " @@ -79,12 +93,22 @@ msgid "" "volumetric fog in specific areas. Fog rendering is exponential as in real " "life." msgstr "" +"**Dichte:** Die *exponentielle* Basisdichte des volumetrischen Nebels. " +"Setzen Sie diesen Wert auf die niedrigste Dichte, die Sie global haben " +"möchten. FogVolumes können verwendet werden, um diese Dichte in bestimmten " +"Bereichen zu erhöhen oder zu verringern. Ein Wert von ``0.0`` deaktiviert " +"globalen volumetrischen Nebel, während FogVolumes volumetrischen Nebel in " +"bestimmten Bereichen anzeigen können. Der Nebel wird exponentiell gerendert, " +"wie im wirklichen Leben." msgid "" "**Albedo:** The Color of the volumetric fog when interacting with lights. " "Mist and fog have an albedo close to white (``Color(1, 1, 1, 1)``) while " "smoke has a darker albedo." msgstr "" +"**Albedo:** Die Farbe des volumetrischen Nebels im Zusammenspiel mit " +"Lichtern. Nebel und Dunst haben eine Albedo nahe an Weiß (``Farbe(1, 1, 1, " +"1)``), während Rauch eine dunklere Albedo hat." msgid "" "**Emission:** The emitted light from the volumetric fog. Even with emission, " @@ -93,11 +117,18 @@ msgid "" "scattering only, fog tends to need a little bit of emission to soften the " "harsh shadows." msgstr "" +"**Emission:** Das vom volumetrischen Nebel emittierte Licht. Auch mit " +"Emission wirft der volumetrische Nebel kein Licht auf andere Oberflächen. " +"Die Emission ist nützlich, um eine Umgebungsfarbe festzulegen. Da der " +"volumetrische Nebeleffekt nur Einzelstreuung verwendet, benötigt der Nebel " +"ein wenig Emission, um die harten Schatten zu mildern." msgid "" "**Emission Energy:** The brightness of the emitted light from the volumetric " "fog." msgstr "" +"**Emissionsenergie:** Die Helligkeit des vom volumetrischen Nebel " +"ausgesandten Lichts." msgid "" "**GI Inject:** Scales the strength of Global Illumination used in the " @@ -105,6 +136,11 @@ msgid "" "Illumination will not impact the volumetric fog. This has a small " "performance cost when set above ``0.0``." msgstr "" +"**GI-Inject:** Skaliert die Stärke der Global Illumination, die für die " +"Albedofarbe des volumetrischen Nebels verwendet wird. Ein Wert von ``0,0`` " +"bedeutet, dass die Global Illumination keinen Einfluss auf den " +"volumetrischen Nebel hat. Dies hat einen kleinen Performanceverlust zur " +"Folge, wenn der Wert über ``0,0`` liegt." msgid "" "**Anisotropy:** The direction of scattered light as it goes through the " @@ -114,35 +150,60 @@ msgid "" "backward. Fog and mist scatter light slightly forward, while smoke scatters " "light equally in all directions." msgstr "" +"**Anisotropie:** Die Richtung des gestreuten Lichts, wenn es durch den " +"volumetrischen Nebel geht. Ein Wert nahe ``1.0`` bedeutet, daß fast alles " +"Licht nach vorne gestreut wird. Ein Wert nahe bei ``0.0`` bedeutet, daß das " +"Licht gleichmäßig in alle Richtungen gestreut wird. Ein Wert nahe bei " +"``-1.0`` bedeutet, dass das Licht hauptsächlich nach hinten gestreut wird. " +"Nebel und Dunst streuen das Licht leicht nach vorne, während Rauch das Licht " +"gleichmäßig in alle Richtungen streut." msgid "" "**Length:** The distance over which the volumetric fog is computed. Increase " "to compute fog over a greater range, decrease to add more detail when a long " "range is not needed. For best quality fog, keep this as low as possible." msgstr "" +"**Länge:** Die Entfernung, über die der volumetrische Nebel berechnet wird. " +"Erhöhen Sie den Wert, um den Nebel über einen größeren Bereich zu berechnen, " +"verringern Sie ihn, um mehr Details hinzuzufügen, wenn eine große Reichweite " +"nicht benötigt wird. Für die beste Qualität des Nebels sollten Sie diesen " +"Wert so niedrig wie möglich halten." msgid "" "**Detail Spread:** The distribution of size down the length of the froxel " "buffer. A higher value compresses the froxels closer to the camera and " "places more detail closer to the camera." msgstr "" +"**Detailausbreitung:** Die Verteilung der Größe über die Länge des Froxel-" +"Puffers. Ein höherer Wert komprimiert die Froxel näher an der Kamera und " +"platziert mehr Details näher an der Kamera." msgid "" "**Ambient Inject:** Scales the strength of ambient light used in the " "volumetric fog. A value of ``0.0`` means that ambient light will not impact " "the volumetric fog. This has a small performance cost when set above ``0.0``." msgstr "" +"**Umgebungs-Inject:** Skaliert die Stärke des Umgebungslichts, das für den " +"volumetrischen Nebel verwendet wird. Ein Wert von ``0.0`` bedeutet, dass das " +"Umgebungslicht keinen Einfluss auf den volumetrischen Nebel hat. Dies hat " +"einen kleinen Performanceverlust zur Folge, wenn der Wert über ``0.0`` liegt." msgid "" "**Sky Affect:** Controls how much volumetric fog should be drawn onto the " "background sky. If set to ``0.0``, volumetric fog won't affect sky rendering " "at all (including FogVolumes)." msgstr "" +"**Himmelseinfluss:** Steuert, wie viel volumetrischer Nebel auf den " +"Hintergrundhimmel gezeichnet werden soll. Bei einem Wert von ``0.0`` hat der " +"volumetrische Nebel keinen Einfluss auf die Darstellung des Himmels " +"(einschließlich FogVolumes)." msgid "" "Two additional properties are offered in the **Temporal Reprojection** " "section:" msgstr "" +"Im Abschnitt **Zeitliche Reprojektion** werden zwei weitere Properties " +"angeboten:" msgid "" "**Temporal Reprojection > Enabled:** Enables temporal reprojection in the " @@ -154,6 +215,16 @@ msgid "" "fast. Short-lived dynamic lighting effects should have **Volumetric Fog " "Energy** set to ``0.0`` to avoid ghosting." msgstr "" +"**Zeitliche Reprojektion > Aktiviert:** Aktiviert die zeitliche Reprojektion " +"im volumetrischen Nebel. Zeitliche Reprojektion mischt den volumetrischen " +"Nebel des aktuellen Frames mit dem volumetrischen Nebel des letzten Frames, " +"um ausgefranste Kanten zu glätten. Die Kosten für die Performance sind " +"minimal, aber es führt dazu, dass sich bewegende FogVolumes und Light3Ds " +"Ghosting-Effekte erzeugen und eine Spur hinter ihnen hinterlassen. Wenn die " +"zeitliche Reprojektion aktiviert ist, sollten Sie vermeiden, FogVolumes oder " +"Light3Ds zu schnell zu bewegen. Bei kurzlebigen dynamischen Lichteffekten " +"sollte **Volumetrische Nebelnergie** auf ``0,0`` gesetzt werden, um " +"Geisterbilder zu vermeiden." msgid "" "**Temporal Reprojection > Amount:** The amount by which to blend the last " @@ -161,22 +232,33 @@ msgid "" "fog, but makes \"ghosting\" much worse. A lower value reduces ghosting but " "can result in the per-frame temporal jitter becoming visible." msgstr "" +"**Zeitliche Reprojektion > Betrag:** Der Betrag, um den das letzte Bild mit " +"dem aktuellen Bild überblendet wird. Ein höherer Wert führt zu einem " +"glatteren volumetrischen Nebel, verschlimmert aber das \"Ghosting\" " +"erheblich. Ein niedrigerer Wert verringert die Ghosting, kann aber dazu " +"führen, dass der zeitliche Jitter pro Frame sichtbar wird." msgid "" "Unlike non-volumetric fog, volumetric fog has a *finite* range. This means " "volumetric fog cannot entirely cover a large world, as it will eventually " "stop being rendered in the distance." msgstr "" +"Im Gegensatz zu nicht-volumetrischem Nebel hat volumetrischer Nebel eine " +"*endliche* Reichweite. Das bedeutet, dass volumetrischer Nebel eine große " +"Welt nicht vollständig abdecken kann, da er in der Ferne irgendwann nicht " +"mehr gerendert wird." msgid "" "If you wish to hide distant areas from the player, it's recommended to " "enable both non-volumetric fog and volumetric fog at the same time, and " "adjust their density accordingly." msgstr "" +"Wenn Sie weit entfernte Bereiche vor dem Spieler verbergen möchten, " +"empfiehlt es sich, sowohl nicht-volumetrischen Nebel als auch volumetrischen " +"Nebel gleichzeitig zu aktivieren und die Dichte entsprechend anzupassen." -#, fuzzy msgid "Light interaction with volumetric fog" -msgstr "Mit Licht interagieren" +msgstr "Lichtinteraktion mit volumetrischem Nebel" msgid "" "To simulate fog light scattering behavior in real life, all light types will " @@ -185,6 +267,12 @@ msgid "" "Enabling shadows on a light will also make those shadows visible on " "volumetric fog." msgstr "" +"Um das Streuverhalten von Nebel-Licht in der Realität zu simulieren, " +"interagieren alle Lichttypen mit volumetrischem Nebel. Wie stark sich jedes " +"Licht auf den volumetrischen Nebel auswirkt, kann mit der Property " +"**Volumetrische Nebelnergie** für jedes Licht eingestellt werden. Wenn Sie " +"Schatten für ein Licht aktivieren, werden diese Schatten auch im " +"volumetrischen Nebel sichtbar." msgid "" "If fog light interaction is not desired for artistic reasons, this can be " @@ -194,9 +282,17 @@ msgid "" "``0``. Doing so will also improve performance slightly by excluding the " "light from volumetric fog computations." msgstr "" +"Wenn die Interaktion mit Nebel-Licht aus künstlerischen Gründen nicht " +"erwünscht ist, kann sie global deaktiviert werden, indem **Volumetrischer " +"Nebel > Albedo** in der Environment-Ressource auf eine rein schwarze Farbe " +"gesetzt wird. Die Interaktion mit Nebel-Lichtern kann auch für bestimmte " +"Lichter deaktiviert werden, indem die **Volumetrische Nebelnergie** auf " +"``0`` gesetzt wird. Dadurch wird auch die Performance leicht verbessert, da " +"das Licht von den volumetrischen Nebelberechnungen ausgeschlossen wird." msgid "Using volumetric fog as a volumetric lighting solution" msgstr "" +"Verwendung von volumetrischem Nebel als volumetrische Beleuchtungslösung" msgid "" "While not physically accurate, it is possible to tune volumetric fog's " @@ -204,6 +300,11 @@ msgid "" "parts of the environment will not be darkened anymore by fog, but light will " "still be able to make fog brighter in specific areas." msgstr "" +"Auch wenn es physikalisch nicht korrekt ist, ist es möglich, volumetrischen " +"Nebel so einzustellen, dass er als volumetrische *Beleuchtungslösung* " +"funktioniert. Das bedeutet, dass unbeleuchtete Teile der Umgebung nicht mehr " +"durch Nebel verdunkelt werden, aber Licht kann den Nebel in bestimmten " +"Bereichen immer noch heller machen." msgid "" "This can be done by setting volumetric fog density to the lowest permitted " @@ -212,14 +313,21 @@ msgid "" "compensate. Values between ``10000`` and ``100000`` usually work well for " "this." msgstr "" +"Dies kann erreicht werden, indem man die volumetrische Nebeldichte auf den " +"niedrigsten erlaubten Wert, der *größer als Null* ist (``0.0001``) setzt und " +"dann die Property **Volumetrische Nebelnergie** der Lichter auf viel höhere " +"Werte als den Defaultwert erhöht, um dies auszugleichen. Werte zwischen " +"``10000`` und ``100000`` sind normalerweise gut geeignet." msgid "Balancing performance and quality" -msgstr "Gleichgewicht zwischen Leistung und Qualität" +msgstr "Abwägung zwischen Performance und Qualität" msgid "" "There are a few project settings available to adjust volumetric fog " "performance and quality:" msgstr "" +"Es gibt einige Projekteinstellungen, mit denen Sie die Performance und " +"Qualität des volumetrischen Nebels anpassen können:" msgid "" "**Rendering > Environment > Volumetric Fog > Volume Size:** Base size used " @@ -228,6 +336,13 @@ msgid "" "differ from what is set. Set a larger size for more detailed fog, set a " "smaller size for better performance." msgstr "" +"**Rendern > Environment > Volumetrischer Nebel > Volumengröße:** Die " +"Basisgröße wird verwendet, um die Größe des Froxelpuffers in der X- und Y-" +"Achse der Kamera zu bestimmen. Die endgültige Größe wird durch das " +"Seitenverhältnis des Bildschirms skaliert, so dass die tatsächlichen Werte " +"von der Einstellung abweichen können. Stellen Sie eine größere Größe für " +"detaillierteren Nebel ein oder stellen Sie eine kleinere Größe für bessere " +"Performance ein." msgid "" "**Rendering > Environment > Volumetric Fog > Volume Depth:** Number of " @@ -235,6 +350,10 @@ msgid "" "lower number will be more efficient but may result in artifacts appearing " "during camera movement." msgstr "" +"**Rendern > Environment > Volumetrischer Nebel > Volumentiefe:** Anzahl der " +"Slices, die entlang der Tiefe des Froxel-Puffers für volumetrischen Nebel " +"verwendet werden sollen. Eine niedrigere Zahl ist effizienter, kann aber zu " +"Artefakten bei Kamerabewegungen führen." msgid "" "**Rendering > Environment > Volumetric Fog > Use Filter:** Enables filtering " @@ -242,38 +361,63 @@ msgid "" "the fog which reduces fine details but also smooths out harsh edges and " "aliasing artifacts. Disable when more detail is required." msgstr "" +"**Rendern > Environment > Volumetrischer Nebel > Filter verwenden:** " +"Aktiviert die Filterung des volumetrischen Nebeleffekts vor der Integration. " +"Dadurch wird der Nebel deutlich unschärfer, wodurch feine Details reduziert, " +"aber auch harte Kanten und Aliasing-Artefakte geglättet werden. Deaktivieren " +"Sie diese Option, wenn mehr Details erforderlich sind." + +msgid "" +"Volumetric fog can cause banding to appear on the viewport, especially at " +"higher density levels. See :ref:`doc_3d_rendering_limitations_color_banding` " +"for guidance on reducing banding." +msgstr "" msgid "Using fog volumes for local volumetric fog" -msgstr "" +msgstr "Verwendung von Nebelvolumen für lokalen volumetrischen Nebel" msgid "" "Sometimes, you want fog to be constrained to specific areas. Conversely, you " "may want to have global volumetric fog but fog should be excluded from " "certain areas. Both approaches can be followed using FogVolume nodes." msgstr "" +"Manchmal soll der Nebel auf bestimmte Bereiche beschränkt sein. Umgekehrt " +"kann es sein, dass Sie globalen volumetrischen Nebel haben möchten, der aber " +"von bestimmten Bereichen ausgeschlossen werden soll. Beide Ansätze können " +"mit FogVolume-Nodes verfolgt werden." msgid "Here's a quick start guide to using FogVolumes:" msgstr "" +"Hier finden Sie eine Schnellstart-Anleitung für die Verwendung von " +"FogVolumes:" msgid "" "Make sure **Volumetric Fog** is enabled in the Environment properties. If " "global volumetric fog is undesired, set its **Density** to ``0.0``." msgstr "" +"Stellen Sie sicher, dass **Volumetrischer Nebel** in den Propertys der " +"Umgebung aktiviert ist. Wenn globaler volumetrischer Nebel unerwünscht ist, " +"setzen Sie seine **Dichte** auf ``0.0``." msgid "Create a FogVolume node." -msgstr "Erstellen Sie einen FogVolume-Knoten (Node)." +msgstr "Erstellen Sie einen FogVolume-Node." msgid "Assign a new FogMaterial to the FogVolume node's **Material** property." msgstr "" +"Weisen Sie der Property **Material** des FogVolume-Nodes ein neues " +"FogMaterial zu." msgid "" "In the FogMaterial, set **Density** to a positive value to increase density " "within the FogVolume, or a negative value to subtract the density from " "global volumetric fog." msgstr "" +"Setzen Sie **Dichte** im FogMaterial auf einen positiven Wert, um die Dichte " +"im FogVolume zu erhöhen, oder auf einen negativen Wert, um die Dichte vom " +"globalen volumetrischen Nebel zu subtrahieren." msgid "Configure the FogVolume's extents and shape as needed." -msgstr "" +msgstr "Konfigurieren Sie die Ausdehnung und Form des FogVolumes nach Bedarf." msgid "" "Thin fog volumes may appear to flicker when the camera moves or rotates. " @@ -283,10 +427,17 @@ msgid "" "performance cost, but at the cost of lower fog range). Alternatively, the " "FogVolume can be made thicker and use a lower density in the **Material**." msgstr "" +"Dünne Nebelvolumen scheinen zu flackern, wenn sich die Kamera bewegt oder " +"dreht. Dies kann durch Erhöhen der Projekteinstellung **Rendern > " +"Environment > Volumetrischer Nebel > Volumentiefe** (auf Kosten der " +"Performance) oder durch Verringern der **Länge** in den Propertys für " +"volumetrischen Nebel in der Umgebung (ohne Kosten für die Performance, aber " +"auf Kosten einer geringeren Nebelreichweite) gemildert werden. Alternativ " +"kann das Nebelvolumen dicker gemacht werden und eine geringere Dichte im " +"**Material** verwenden." -#, fuzzy msgid "FogVolume properties" -msgstr "Node-Eigenschaften" +msgstr "FogVolume-Propertys" msgid "" "**Extents:** The size of the FogVolume when **Shape** is **Ellipsoid**, " @@ -295,21 +446,35 @@ msgid "" "scaling of cone/cylinder shapes via the **Extents** property is not " "supported, but you can scale the FogVolume node instead." msgstr "" +"**Ausdehnung:** Die Größe des FogVolume, wenn **Shape** **Ellipsoid**, " +"**Kegel**, **Zylinder** oder **Box** ist. Wenn **Shape** **Kegel** oder " +"**Zylinder** ist, wird der Kegel/Zylinder so angepasst, dass er in die " +"Ausdehnung passt. Eine ungleichmäßige Skalierung von Kegel-/Zylinderformen " +"über die **Ausdehnung**-Property wird nicht unterstützt, aber Sie können " +"stattdessen den FogVolume-Node skalieren." msgid "" "**Shape:** The shape of the FogVolume. This can be set to **Ellipsoid**, " "**Cone**, **Cylinder**, **Box** or **World** (acts as global volumetric fog)." msgstr "" +"**Shape:** Die Form des FogVolumes. Diese kann auf **Ellipsoid**, **Kegel**, " +"**Zylinder**, **Box** oder **Welt** (wirkt als globaler volumetrischer " +"Nebel) eingestellt werden." msgid "" "**Material:** The material used by the FogVolume. Can be either a built-in " "FogMaterial or a custom ShaderMaterial (:ref:`doc_fog_shader`)." msgstr "" +"**Material:** Das vom FogVolume verwendete Material. Kann entweder ein " +"eingebautes FogMaterial oder ein benutzerdefiniertes ShaderMaterial sein (:" +"ref:`doc_fog_shader`)." msgid "" "After choosing **New FogMaterial** in the **Material** property, you can " "adjust the following properties in FogMaterial:" msgstr "" +"Nachdem Sie **Neues FogMaterial** in der **Material**-Property gewählt " +"haben, können Sie die folgenden Propertys in FogMaterial anpassen:" msgid "" "**Density:** The density of the FogVolume. Denser objects are more opaque, " @@ -317,18 +482,29 @@ msgid "" "Negative values can be used to subtract fog from other FogVolumes or global " "volumetric fog." msgstr "" +"**Dichte:** Die Dichte des FogVolumes. Dichtere Objekte sind " +"undurchsichtiger, können aber durch Unterabtastung Artefakte aufweisen, die " +"wie Streifen aussehen. Negative Werte können verwendet werden, um Nebel von " +"anderen FogVolumes oder globalem volumetrischen Nebel zu subtrahieren." msgid "" "**Albedo:** The single-scattering Color of the FogVolume. Internally, member " "albedo is converted into single-scattering, which is additively blended with " "other FogVolumes and global volumetric fog's **Albedo**." msgstr "" +"**Albedo:** Die einfach streuende Farbe des FogVolumes. Intern wird das " +"Member-Albedo in Einzelstreuung umgewandelt, die additiv mit anderen " +"FogVolumes und der **Albedo** des globalen volumetrischen Nebels gemischt " +"wird." msgid "" "**Emission:** The Color of the light emitted by the FogVolume. Emitted light " "will not cast light or shadows on other objects, but can be useful for " "modulating the Color of the FogVolume independently from light sources." msgstr "" +"**Emission:** Die Farbe des vom FogVolume emittierten Lichts. Das emittierte " +"Licht wirft kein Licht oder Schatten auf andere Objekte, kann aber nützlich " +"sein, um die Farbe des FogVolumes unabhängig von Lichtquellen zu modulieren." msgid "" "**Height Falloff:** The rate by which the height-based fog decreases in " @@ -337,11 +513,20 @@ msgid "" "A value of ``0.0`` results in uniform-density fog. The height threshold is " "determined by the height of the associated FogVolume." msgstr "" +"**Höhenabfall:** Die Rate, mit der die Dichte des höhenbasierten Nebels mit " +"zunehmender Höhe im World-Space abnimmt. Ein hoher Falloff-Wert führt zu " +"einem scharfen Übergang, während ein niedriger Falloff-Wert einen sanfteren " +"Übergang bewirkt. Ein Wert von ``0.0`` ergibt einen Nebel mit gleichmäßiger " +"Dichte. Die Höhenschwelle wird durch die Höhe des zugehörigen FogVolumes " +"bestimmt." msgid "" "**Edge Fade:** The hardness of the edges of the FogVolume. A higher value " "will result in softer edges, while a lower value will result in harder edges." msgstr "" +"**Kanten-Fading:** Die Härte der Kanten des FogVolume. Ein höherer Wert " +"führt zu weicheren Kanten, während ein niedrigerer Wert zu härteren Kanten " +"führt." msgid "" "**Density Texture:** The 3D texture that is used to scale the member density " @@ -351,25 +536,36 @@ msgid "" "texture by :ref:`changing its import type in the Import dock " "`." msgstr "" +"**Dichte-Textur:** Die 3D-Textur, die zur Skalierung der Memberdichte des " +"FogVolumes verwendet wird. Dies kann verwendet werden, um die Nebeldichte " +"innerhalb des FogVolumes mit jeder Art von statischem Muster zu variieren. " +"Für animierte Effekte sollten Sie einen eigenen :ref:`Fog-Shader " +"` verwenden. Sie können jedes Bild als 3D-Textur " +"importieren, indem Sie :ref:`seinen Importtyp im Import-Dock ändern " +"`." -#, fuzzy msgid "Using 3D noise density textures" -msgstr "Verwenden von Prototyp-Texturen" +msgstr "Verwendung von 3D-Rauschdichte-Texturen" msgid "" "Since Godot 4.1, there is a NoiseTexture3D resource that can be used to " "procedurally generate 3D noise. This is well-suited to FogMaterial density " "textures, which can result in more detailed fog effects:" msgstr "" +"Seit Godot 4.1 gibt es eine NoiseTexture3D-Ressource, die zur prozeduralen " +"Erzeugung von 3D-Rauschen verwendet werden kann. Dies ist gut geeignet für " +"FogMaterial-Dichte-Texturen, die zu detaillierteren Nebeleffekten führen " +"können:" -#, fuzzy msgid "FogMaterial comparison (without and with density texture)" -msgstr "Matrixkomponenten und die Identitätsmatrix" +msgstr "FogMaterial-Vergleich (ohne und mit Dichte-Textur)" msgid "" "Screenshot taken with **Volume Size** project setting set to 192 to make " "high-frequency detail more visible in the fog." msgstr "" +"Der Screenshot wurde mit der Projekteinstellung **Volumengröße** von 192 " +"aufgenommen, um hochfrequente Details im Nebel besser sichtbar zu machen." msgid "" "To do so, select the **Density Texture** property and choose **New " @@ -378,6 +574,12 @@ msgid "" "FastNoiseLite**. Adjust the noise texture's width, height and depth " "according to your fog volume's dimensions." msgstr "" +"Wählen Sie dazu die Property **Dichtentextur** und wählen Sie **Neue " +"NoiseTexture3D**. Bearbeiten Sie diese NoiseTexture3D, indem Sie darauf " +"klicken, dann klicken Sie auf **Rauschen** am unteren Rand der " +"NoiseTexture3D-Propertys und wählen **Neues FastNoiseLite**. Passen Sie die " +"Breite, Höhe und Tiefe der Rauschtextur an die Abmessungen Ihres " +"Nebelvolumens an." msgid "" "To improve performance, it's recommended to use low texture sizes (64×64×64 " @@ -386,22 +588,33 @@ msgid "" "increase **Rendering > Environment > Volumetric Fog > Volume Size** in the " "project settings, which has a performance cost." msgstr "" +"Um die Performance zu verbessern, empfiehlt es sich, niedrige Texturgrößen " +"zu verwenden (64×64×64 oder niedriger), da hochfrequente Details in einem " +"FogVolume nur schwer zu erkennen sind. Wenn Sie detailliertere " +"Dichtevariationen darstellen möchten, müssen Sie **Rendern > Environment > " +"Volumetrischer Nebel > Volumengröße** in den Projekteinstellungen erhöhen, " +"was mit Kosten für die Performance verbunden ist." msgid "" "NoiseTexture3D's **Color Ramp** affects FogMaterial density textures, but " "since only the texture's red channel is sampled, only the color ramp's red " "channel will affect the resulting density." msgstr "" +"Der **Farbgradient** von NoiseTexture3D wirkt sich auf FogMaterial-Dichte-" +"Texturen aus, aber da nur der Rotkanal der Textur abgetastet wird, wirkt " +"sich nur der Rotkanal des Farbgradienten auf die resultierende Dichte aus." msgid "" "However, using a color ramp will *not* tint the fog volume according to the " "texture. You would need to use a custom shader that reads a Texture3D to " "achieve this." msgstr "" +"Bei Verwendung eines Farbgradienten wird das Nebelvolumen jedoch *nicht* " +"entsprechend der Textur gefärbt. Sie müssten einen benutzerdefinierten " +"Shader verwenden, der eine Texture3D liest, um dies zu erreichen." -#, fuzzy msgid "Custom FogVolume shaders" -msgstr "Benutzerdefinierte Shader" +msgstr "Benutzerdefinierte FogVolume-Shader" msgid "" "This page only covers the built-in settings offered by FogMaterial. If you " @@ -409,72 +622,102 @@ msgid "" "animated fog), FogVolume nodes' appearance can be customized using :ref:" "`doc_fog_shader`." msgstr "" +"Diese Seite behandelt nur die Built-in-Einstellungen von FogMaterial. Wenn " +"Sie das Verhalten des Nebels innerhalb eines FogVolume-Nodes anpassen müssen " +"(z.B. um animierten Nebel zu erzeugen), kann das Aussehen der FogVolume-" +"Nodes mit :ref:`doc_fog_shader` angepasst werden." msgid "Faking volumetric fog using quads" -msgstr "" +msgstr "Vortäuschen von volumetrischem Nebel mit Quads" msgid "" "In some cases, it may be better to use specially configured QuadMeshes as an " "alternative to volumetric fog:" msgstr "" +"In einigen Fällen kann es besser sein, speziell konfigurierte QuadMeshes als " +"Alternative zu volumetrischem Nebel zu verwenden:" msgid "" "Quads work with any rendering method, including Forward Mobile and " "Compatibility." msgstr "" +"Quads funktionieren mit jeder Rendering-Methode, einschließlich Forward " +"Mobile und Kompatibilität." msgid "" "Quads do not require temporal reprojection to look smooth, which makes them " "suited to fast-moving dynamic effects such as lasers. They can also " "represent small details which volumetric fog cannot do efficiently." msgstr "" +"Quads benötigen keine zeitliche Reprojektion, um glatt auszusehen, was sie " +"für sich schnell bewegende dynamische Effekte wie Laser geeignet macht. Sie " +"können auch kleine Details darstellen, die volumetrischer Nebel nicht " +"effizient darstellen kann." msgid "Quads generally have a lower performance cost than volumetric fog." msgstr "" +"Quads haben im Allgemeinen geringere Performance-Kosten als volumetrischer " +"Nebel." -#, fuzzy msgid "This approach has a few downsides though:" -msgstr "Es gibt allerdings ein paar Unterschiede:" +msgstr "Dieser Ansatz hat allerdings auch einige Nachteile:" msgid "" "The fog effect has less realistic falloff, especially if the camera enters " "the fog." msgstr "" +"Der Nebeleffekt hat einen weniger realistischen Abfall, insbesondere wenn " +"die Kamera in den Nebel eintaucht." msgid "Transparency sorting issues may occur when sprites overlap." msgstr "" +"Transparenz-Sortierprobleme können auftreten, wenn sich Sprites überlappen." msgid "" "Performance will not necessarily be better than volumetric fog if there are " "lots of sprites close to the camera." msgstr "" +"Die Performance ist nicht unbedingt besser als volumetrischer Nebel, wenn " +"sich viele Sprites in der Nähe der Kamera befinden." msgid "To create a QuadMesh-based fog sprite:" -msgstr "" +msgstr "So erstellen Sie ein QuadMesh-basiertes Nebel-Sprite:" msgid "" "Create a MeshInstance3D node with a QuadMesh resource in the **Mesh** " "property. Set the size as desired." msgstr "" +"Erstellen Sie einen MeshInstance3D-Node mit einer QuadMesh-Ressource in der " +"**Mesh**-Property. Legen Sie die Größe wie gewünscht fest." msgid "Create a new StandardMaterial3D in the mesh's **Material** property." msgstr "" +"Erstellen Sie ein neues StandardMaterial3D in der Property **Material** des " +"Meshes." msgid "" "In the StandardMaterial3D, set **Shading > Shading Mode** to **Unshaded**, " "**Billboard > Mode** to **Enabled**, enable **Proximity Fade** and set " "**Distance Fade** to **Pixel Alpha**." msgstr "" +"Setzen Sie im StandardMaterial3D **Shading> Shading-Modus** auf **kein " +"Shading**, **Billboard > Modus** auf **Aktiviert**, aktivieren Sie **Nah-" +"Fading** und setzen Sie **Fern-Fading** auf **Pixel Alpha**." msgid "" "Set the **Albedo > Texture** to the texture below (right-click and choose " "**Save as…**):" msgstr "" +"Setzen Sie die **Albedo > Textur** auf die untenstehende Textur (Rechtsklick " +"und **Speichern unter...**):" msgid "" "*After* setting the albedo texture, go to the Import dock, select the " "texture and change its compression mode to **Lossless** to improve quality." msgstr "" +"*Nachdem* Sie die Albedo-Textur festgelegt haben, gehen Sie zum Import-Dock, " +"wählen Sie die Textur aus und ändern Sie den Kompressionsmodus auf " +"**Verlustfrei**, um die Qualität zu verbessern." msgid "" "The fog's color is set using the **Albedo > Color** property; its density is " @@ -482,12 +725,20 @@ msgid "" "adjust **Proximity Fade > Distance** and **Distance Fade > Max Distance** " "depending on the size of your QuadMesh." msgstr "" +"Die Farbe des Nebels wird über die Property **Albedo > Farbe** eingestellt, " +"seine Dichte über den Alphakanal der Farbe. Um optimale Ergebnisse zu " +"erzielen, müssen Sie **Nah-Fading > Distanz** und **Fern-Fading> Max " +"Distanz** je nach Größe Ihres QuadMesh anpassen." msgid "" "Optionally, billboarding may be left disabled if you place the quad in a way " "where all of its corners are in solid geometry. This can be useful for " "fogging large planes that the camera cannot enter, such as bottomless pits." msgstr "" +"Optional kann das Billboarding deaktiviert werden, wenn Sie das Quad so " +"platzieren, dass alle seine Ecken in fester Geometrie sind. Dies kann " +"nützlich sein, um große Flächen zu vernebeln, in die von der Kamera nicht " +"durchdrungen werden können, wie z. B. bodenlose Gruben." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 7d97b06b52..737f1db180 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,17 +29,26 @@ msgid "" "function is not used as often, it's difficult to find mainstream software " "aimed for this." msgstr "" +"Bei der Arbeit mit 3D sind Skelett-Verformungen für Charaktere und Kreaturen " +"üblich, und die meisten 3D-Modellierungsanwendungen unterstützen sie. Für 2D " +"wird diese Funktion nicht so häufig verwendet, daher ist es schwierig, " +"Mainstream-Software zu finden, die darauf ausgerichtet ist." msgid "" "One option is to create animations in third-party software such as Spine or " "Dragonbones. From Godot 3.1 onwards, though, this functionality is supported " "built-in." msgstr "" +"Eine Möglichkeit besteht darin, Animationen in Software von Drittanbietern " +"wie Spine oder Dragonbones zu erstellen. Ab Godot 3.1 wird diese Funktion " +"jedoch direkt unterstützt." msgid "" "Why would you want to do skeletal animations directly in Godot? The answer " "is that there are many advantages to it:" msgstr "" +"Warum sollten Sie Skelett-Animationen direkt in Godot erstellen wollen? Die " +"Antwort ist, dass es viele Vorteile hat:" msgid "" "Better integration with the engine, so less hassle importing and editing " @@ -74,38 +83,53 @@ msgid "" "`doc_cutout_animation` tutorial to gain a general understanding of animating " "within Godot." msgstr "" +"Bevor Sie beginnen, empfehlen wir Ihnen, das :ref:`doc_cutout_animation`-" +"Tutorial durchzuarbeiten, um ein allgemeines Verständnis für das Animieren " +"in Godot zu erlangen." msgid "" "For this tutorial, we will be using a single image to construct our " "character. Download it from :download:`gBot_pieces.png ` or save the image below." msgstr "" +"In diesem Tutorial werden wir ein einziges Bild verwenden, um unsere Figur " +"zu erstellen. Laden Sie es von :download:`gBot_pieces.png ` herunter oder speichern Sie das Bild unten." msgid "" "It is also advised to download the final character image :download:" "`gBot_complete.png ` to have a good reference for " "putting the different pieces together." msgstr "" +"Es ist auch ratsam, das endgültige Charakterbild herunterzuladen :download:" +"`gBot_complete.png `, um eine gute Referenz für das " +"Zusammensetzen der verschiedenen Teile zu haben." msgid "Creating the polygons" -msgstr "Polygone erstellen" +msgstr "Erstellen der Polygone" msgid "" "Create a new scene for your model (if it's going to be an animated " "character, you may want to use a ``CharacterBody2D``). For ease of use, an " "empty 2D node is created as a root for the polygons." msgstr "" +"Erstellen Sie eine neue Szene für Ihr Modell (wenn es sich um eine animierte " +"Figur handelt, sollten Sie einen ``CharacterBody2D`` verwenden). Der " +"Einfachheit halber wird ein leerer 2D Node als Root für die Polygone " +"erstellt." msgid "" "Begin with a ``Polygon2D`` node. There is no need to place it anywhere in " "the scene for now, so simply create it like this:" msgstr "" +"Beginnen Sie mit einem ``Polygon2D``-Node. Es ist nicht nötig, ihn irgendwo " +"in der Szene zu platzieren, also erstellen Sie ihn einfach so:" msgid "" "Select it and assign the texture with the character pieces you have " "downloaded before:" msgstr "" -"Wählen Sie es aus und weisen Sie die Textur den zuvor heruntergeladenen " +"Wählen Sie ihn aus und weisen Sie die Textur den zuvor heruntergeladenen " "Charakterteilen zu:" msgid "" @@ -119,22 +143,32 @@ msgid "" "Head over to the *Points* mode, select the pencil and draw a polygon around " "the desired piece:" msgstr "" +"Gehen Sie in den *Punkte*-Modus, wählen Sie den Bleistift und zeichnen Sie " +"ein Polygon um das gewünschte Teil:" msgid "" "Duplicate the polygon node and give it a proper name. Then, enter the \"UV\" " "dialog again and replace the old polygon with another one in the new desired " "piece." msgstr "" +"Duplizieren Sie den Polygon-Node und geben Sie ihm einen passenden Namen. " +"Rufen Sie dann erneut den \"UV\"-Dialog auf und ersetzen Sie das alte " +"Polygon durch ein anderes in dem neuen gewünschten Teil." msgid "" "When you duplicate nodes and the next piece has a similar shape, you can " "edit the previous polygon instead of drawing a new one." msgstr "" +"Wenn Sie Nodes duplizieren und das nächste Teil eine ähnliche Form hat, " +"können Sie das vorherige Polygon bearbeiten, anstatt ein neues zu zeichnen." msgid "" "After moving the polygon, remember to update the UV by selecting **Edit > " "Copy Polygon to UV** in the Polygon 2D UV Editor." msgstr "" +"Vergessen Sie nicht, nach dem Verschieben des Polygons die UV zu " +"aktualisieren, indem Sie im 2D-UV-Editor für Polygone **Bearbeiten > Polygon " +"in UV kopieren** wählen." msgid "Keep doing this until you mapped all pieces." msgstr "Machen Sie so weiter, bis Sie alle Teile zugeordnet haben." @@ -144,41 +178,57 @@ msgid "" "in the original texture. This is because by default, when you draw a " "polygon, the UV and points are the same." msgstr "" +"Sie werden feststellen, dass die Teile für Nodes im gleichen Layout " +"erscheinen wie in der Originaltextur. Das liegt daran, dass beim Zeichnen " +"eines Polygons standardmäßig die UV und die Punkte gleich sind." msgid "" "Rearrange the pieces and build the character. This should be pretty quick. " "There is no need to change pivots, so don't bother making sure rotation " "pivots for each piece are right; you can leave them be for now." msgstr "" +"Ordnen Sie die Teile neu an und bauen Sie die Figur. Das sollte ziemlich " +"schnell gehen. Es besteht keine Notwendigkeit, die Rotationspunkte zu " +"ändern, also machen Sie sich nicht die Mühe, sicherzustellen, dass die " +"Rotationspunkte für jedes Teil richtig sind; Sie können sie vorerst " +"beibehalten." msgid "" "Ah, the visual order of the pieces is not correct yet, as some are covering " "wrong pieces. Rearrange the order of the nodes to fix this:" msgstr "" +"Ach ja, die visuelle Reihenfolge der Teile ist noch nicht korrekt, da einige " +"die falschen Teile verdecken. Ordnen Sie die Reihenfolge der Nodes neu an, " +"um dies zu beheben:" msgid "" "And there you go! It was definitely much easier than in the cutout tutorial." msgstr "" -"Und da haben Sie es! Es war auf jeden Fall viel einfacher als in der " -"Ausschnitt-Anleitung." +"Und da haben Sie es! Es war auf jeden Fall viel einfacher als in der Cutout-" +"Anleitung." msgid "Creating the skeleton" -msgstr "Skelett erstellen" +msgstr "Erstellen des Skeletts" msgid "" "Create a ``Skeleton2D`` node as a child of the root node. This will be the " "base of our skeleton:" msgstr "" +"Erstellen Sie einen ``Skeleton2D``-Node als Child des Root-Nodes. Dieser " +"wird die Basis unseres Skeletts sein:" msgid "" "Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip " "(usually skeletons start here). The bone will be pointing to the right, but " "you can ignore this for now." msgstr "" +"Erstellen Sie einen ``Bone2D``-Node als Child des Skeletts. Setzen Sie ihn " +"auf die Hüfte (normalerweise beginnen Skelette hier). Der Knochen wird nach " +"rechts zeigen, aber das können Sie vorerst ignorieren." msgid "Keep creating bones in hierarchy and naming them accordingly." msgstr "" -"Erstellen Sie weiterhin Bones in der Hierarchie und benennen Sie sie " +"Erstellen Sie weiterhin Knochen in der Hierarchie und benennen Sie sie " "entsprechend." msgid "" @@ -186,6 +236,10 @@ msgid "" "short and pointing to the right. This is normal for bones without children. " "The length of *tip* bones can be changed with a property in the inspector:" msgstr "" +"Am Ende dieser Kette befindet sich ein *Kiefer*-Node. Dieser ist wiederum " +"sehr kurz und zeigt nach rechts. Das ist normal für Knochen ohne Child-" +"Nodes. Die Länge der *Kiefer*-Knochen kann mit einer Property im Inspektor " +"geändert werden:" msgid "" "In this case, we don't need to rotate the bone (coincidentally the jaw " @@ -193,6 +247,11 @@ msgid "" "Again, this is only really needed for tip bones as nodes with children don't " "usually need a length or a specific rotation." msgstr "" +"In diesem Fall brauchen wir den Knochen nicht zu rotieren (zufälligerweise " +"zeigt der Kiefer genau in das Sprite), aber falls Sie es benötigen, können " +"Sie es gerne tun. Auch dies ist nur wirklich nötig für End-Knochen, da Nodes " +"mit Child-Nodes in der Regel keine Länge oder eine bestimmte Rotation " +"benötigen." msgid "Keep going and build the whole skeleton:" msgstr "Machen Sie weiter und bauen Sie das ganze Skelett auf:" @@ -203,25 +262,35 @@ msgid "" "and create a rest pose. This pose is the default one, you can come back to " "it anytime you want (which is very handy for animating):" msgstr "" +"Sie werden feststellen, dass alle Knochen eine lästige Warnung über eine " +"fehlende Standardpose ausgeben. Das bedeutet, dass es an der Zeit ist, eine " +"zu erstellen. Gehen Sie zum Node *Skelett* und erstellen Sie eine " +"Standardpose. Diese Pose ist die Default-Pose, zu der Sie jederzeit " +"zurückkehren können (was für die Animation sehr praktisch ist):" msgid "" "The warnings will go away. If you modify the skeleton (add/remove bones) you " "will need to set the rest pose again." msgstr "" +"Die Warnungen werden verschwinden. Wenn Sie das Skelett ändern (Knochen " +"hinzufügen/entfernen), müssen Sie die Standardpose erneut einstellen." msgid "Deforming the polygons" -msgstr "Polygone deformieren" +msgstr "Deformieren der Polygone" msgid "" "Select the previously created polygons and assign the skeleton node to their " "``Skeleton`` property. This will ensure that they can eventually be deformed " "by it." msgstr "" +"Wählen Sie die zuvor erstellten Polygone aus und weisen Sie den Node des " +"Skeletts ihrer Property ``Skelett`` zu. Dadurch wird sichergestellt, dass " +"sie schließlich von ihm verformt werden können." msgid "Click the property highlighted above and select the skeleton node:" msgstr "" -"Klicken Sie auf die oben hervorgehobene Eigenschaft und wählen Sie den " -"Skelett-Node aus:" +"Klicken Sie auf die oben hervorgehobene Property und wählen Sie den Skelett-" +"Node aus:" msgid "" "Again, open the UV editor for the polygon and go to the *Bones* section." @@ -237,12 +306,23 @@ msgid "" "polygon, even if a skeleton node is accidentally lost or the skeleton " "modified. Push the \"Sync Bones to Polygon\" button to sync the list." msgstr "" +"Sie können noch keine Gewichte malen. Hierfür müssen Sie die Liste der " +"Knochen aus dem Skelett mit dem Polygon synchronisieren. Dieser Schritt wird " +"nur einmal und manuell durchgeführt (es sei denn, Sie ändern das Skelett " +"durch Hinzufügen/Entfernen/Umbenennen von Bones). Er stellt sicher, dass " +"Ihre Rigging-Informationen im Polygon erhalten bleiben, selbst wenn ein Node " +"des Skeletts versehentlich verloren geht oder das Skelett verändert wird. " +"Drücken Sie die Schaltfläche \" Knochen mit Polygon synchronisieren\", um " +"die Liste zu synchronisieren." msgid "" "The list of bones will automatically appear. By default, your polygon has no " "weight assigned to any of them. Select the bones you want to assign weight " "to and paint them:" msgstr "" +"Die Liste der Knochen wird automatisch angezeigt. Standardmäßig ist Ihrem " +"Polygon keine Gewichtung zugewiesen. Wählen Sie die Knochen aus, denen Sie " +"eine Gewichtung zuweisen möchten, und malen Sie sie:" msgid "" "Points in white have a full weight assigned, while points in black are not " @@ -251,17 +331,28 @@ msgid "" "not that much need to use shades in-between unless you want to polish the " "bending effect)." msgstr "" +"Punkten in Weiß wird ein volles Gewicht zugewiesen, während Punkte in " +"Schwarz nicht von dem Knochen beeinflusst werden. Wenn ein und derselbe " +"Punkt für mehrere Knochen weiß gemalt wird, wird der Einfluss auf sie " +"verteilt (daher ist es normalerweise nicht notwendig, Zwischenstufen zu " +"verwenden, es sei denn, Sie möchten den Biegeeffekt verbessern)." msgid "" "After painting the weights, animating the bones (NOT the polygons!) will " "have the desired effect of modifying and bending the polygons accordingly. " "As you only need to animate bones in this approach, work becomes much easier!" msgstr "" +"Nach dem Malen der Gewichte hat das Animieren der Knochen (NICHT der " +"Polygone!) den gewünschten Effekt, dass die Polygone entsprechend " +"modifiziert und gebogen werden. Da Sie bei diesem Ansatz nur die Knochen " +"animieren müssen, wird die Arbeit viel einfacher!" msgid "" "But it's not all roses. Trying to animate bones that bend the polygon will " "often yield unexpected results:" msgstr "" +"Aber es ist noch nicht alles in Butter. Der Versuch, Knochen zu animieren, " +"die das Polygon biegen, führt oft zu unerwarteten Ergebnissen:" msgid "" "This happens because Godot generates internal triangles that connect the " @@ -269,37 +360,58 @@ msgid "" "expect. To solve this, you need to set hints in the geometry to clarify how " "you expect it to deform." msgstr "" +"Dies geschieht, weil Godot beim Zeichnen des Polygons interne Dreiecke " +"erzeugt, um die Punkte zu verbinden. Sie biegen sich nicht immer so, wie man " +"es erwarten würde. Um dieses Problem zu lösen, müssen Sie Hints in der " +"Geometrie festlegen, um klarzustellen, wie Sie die Verformung erwarten." msgid "Internal vertices" -msgstr "Interne Eckpunkte" +msgstr "Interne Vertices" msgid "" "Open the UV menu for each bone again and go to the *Points* section. Add " "some internal vertices in the regions where you expect the geometry to bend:" msgstr "" +"Öffnen Sie erneut das UV-Menü für jeden Knochen und gehen Sie zum Abschnitt " +"*Punkte*. Fügen Sie einige interne Vertices in den Bereichen hinzu, in denen " +"Sie erwarten, dass sich die Geometrie biegt:" msgid "" "Now, go to the *Polygon* section and redraw your own polygons with more " "detail. Imagine that, as your polygons bend, you need to make sure they " "deform the least possible, so experiment a bit to find the right setup." msgstr "" +"Gehen Sie nun in den Bereich *Polygon* und zeichnen Sie Ihre eigenen " +"Polygone mit mehr Details nach. Stellen Sie sich vor, dass Sie beim Biegen " +"Ihrer Polygone sicherstellen müssen, dass sie sich so wenig wie möglich " +"verformen, also experimentieren Sie ein wenig, um die richtige Einstellung " +"zu finden." msgid "" "Once you start drawing, the original polygon will disappear and you will be " "free to create your own:" msgstr "" +"Sobald Sie mit dem Zeichnen beginnen, verschwindet das ursprüngliche Polygon " +"und Sie können Ihr eigenes Polygon erstellen:" msgid "" "This amount of detail is usually fine, though you may want to have more fine-" "grained control over where triangles go. Experiment by yourself until you " "get the results you like." msgstr "" +"Dieser Detaillierungsgrad ist in der Regel in Ordnung, auch wenn Sie " +"vielleicht eine feinere Kontrolle über die Position der Dreiecke haben " +"möchten. Experimentieren Sie selbst, bis Sie die gewünschten Ergebnisse " +"erzielen." msgid "" "**Note:** Don't forget that your newly added internal vertices also need " "weight painting! Go to the *Bones* section again to assign them to the right " "bones." msgstr "" +"**Hinweis:** Vergessen Sie nicht, dass Ihre neu hinzugefügten internen " +"Vertices auch gewichtet werden müssen! Gehen Sie erneut zum Abschnitt " +"*Knochen*, um sie den richtigen Knochen zuzuweisen." msgid "Once you are all set, you will get much better results:" msgstr "Sobald Sie fertig sind, erhalten Sie viel bessere Ergebnisse:" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po index b3f9ea90a5..39659190e5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,45 +18,59 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Animation Track types" -msgstr "Animation Track-Typen" +msgstr "Animations-Track-Typen" msgid "" "This page gives an overview of the track types available for Godot's " "animation player node on top of the default property tracks." msgstr "" +"Diese Seite gibt einen Überblick über die Track-Typen, die für den Node des " +"Godot-Animationsplayers zusätzlich zu den Default-Property-Tracks verfügbar " +"sind." msgid "" "We assume you already read :ref:`doc_introduction_animation`, which covers " "the basics, including property tracks." msgstr "" +"Wir gehen davon aus, dass Sie bereits :ref:`doc_introduction_animation` " +"gelesen haben, in dem die Grundlagen, einschließlich Property Tracks, " +"behandelt werden." msgid "Property Track" -msgstr "Eigenschaften-Track" +msgstr "Property-Track" msgid "The most basic track type. See :ref:`doc_introduction_animation`." -msgstr "" +msgstr "Der grundlegendste Track-Typ. Siehe :ref:`doc_introduction_animation`." msgid "Position 3D / Rotation 3D / Scale 3D Track" -msgstr "" +msgstr "Position 3D- / Rotation 3D- / Skalierung 3D-Track" msgid "" "These 3D transform tracks control the location, rotation, and scale of a 3D " "object. They make it easier to animate a 3D object's transform compared to " "using regular property tracks." msgstr "" +"Diese 3D-Transformations-Tracks steuern die Position, Rotation und " +"Skalierung eines 3D-Objekts. Sie erleichtern die Animation der " +"Transformation eines 3D-Objekts im Vergleich zur Verwendung normaler " +"Property-Tracks." msgid "" "It is designed for animations imported from external 3D models and can " "reduce resource capacity through compression." msgstr "" +"Es wurde für Animationen entwickelt, die aus externen 3D-Modellen importiert " +"wurden, und kann die Ressourcenkapazität durch Komprimierung verringern." msgid "Blend Shape Track" -msgstr "Blend-Shape-Track" +msgstr "Blend Shape-Track" msgid "" "A blend shape track is optimized for animating blend shape in :ref:" "`MeshInstance3D `." msgstr "" +"Ein Blend Shape-Track ist für die Animation von Blend Shapes in :ref:" +"`MeshInstance3D ` optimiert." msgid "Call Method Track" msgstr "Methodenaufrufs-Track" @@ -66,11 +80,18 @@ msgid "" "within an animation. For example, you can call ``queue_free()`` to delete a " "node at the end of a death animation." msgstr "" +"Ein Methodenaufrufs-Track ermöglicht es Ihnen, eine Funktion zu einem " +"bestimmten Zeitpunkt innerhalb einer Animation aufzurufen. Zum Beispiel " +"können Sie ``queue_free()`` aufrufen, um einen Node am Ende einer " +"Todesanimation zu löschen." msgid "" "The events placed on the call method track are not executed when the " "animation is previewed in the editor for safety." msgstr "" +"Die auf dem Methodenaufrufs-Track platzierten Ereignisse werden aus " +"Sicherheitsgründen nicht ausgeführt, wenn die Animation in der Vorschau des " +"Editors angezeigt wird." msgid "" "To create such a track, click \"Add Track -> Call Method Track.\" Then, a " @@ -79,26 +100,43 @@ msgid "" "Key\". A window opens with a list of available methods. Double-click one to " "finish creating the keyframe." msgstr "" +"Um einen solchen Track zu erstellen, klicken Sie auf \" Track hinzufügen -> " +"Methodenaufrufs-Track\". Daraufhin wird ein Fenster geöffnet, in dem Sie den " +"Node auswählen können, der mit dem Track verknüpft werden soll. Um eine der " +"Methoden des Nodes aufzurufen, klicken Sie mit der rechten Maustaste auf die " +"Zeitleiste und wählen Sie \"Key einfügen\". Es öffnet sich ein Fenster mit " +"einer Liste der verfügbaren Methoden. Doppelklicken Sie auf eine, um die " +"Erstellung des Keyframes abzuschließen." msgid "" "To change the method call or its arguments, click on the key and head to the " "inspector dock. There, you can change the method to call. If you expand the " "\"Args\" section, you will see a list of arguments you can edit." msgstr "" +"Um den Methodenaufruf oder seine Argumente zu ändern, klicken Sie auf die " +"Key und gehen Sie zum Inspektor-Dock. Dort können Sie die aufzurufende " +"Methode ändern. Wenn Sie den Abschnitt \"Argumente\" erweitern, sehen Sie " +"eine Liste der Argumente, die Sie bearbeiten können." msgid "Bezier Curve Track" -msgstr "Bezierkurven-Track" +msgstr "Bézierkurven-Track" msgid "" "A bezier curve track is similar to a property track, except it allows you to " "animate a property's value using a bezier curve." msgstr "" +"Ein Bézierkurven-Track ähnelt einem Property-Track, mit dem Unterschied, " +"dass Sie damit den Wert einer Property mithilfe einer Bézier-Kurve animieren " +"können." msgid "" "Bezier curve track and property track cannot be blended in :ref:" "`AnimationPlayer ` and :ref:`AnimationTree " "`." msgstr "" +"Bézierkurven-Track und Property-Track können nicht in :ref:`AnimationPlayer " +"` und :ref:`AnimationTree ` " +"überblendet werden." msgid "" "To create one, click \"Add Track -> Bezier Curve Track\". As with property " @@ -106,33 +144,49 @@ msgid "" "bezier curve editor, click the curve icon to the right of the animation " "track." msgstr "" +"Um einen Track zu erstellen, klicken Sie auf \"Track hinzufügen -> Bézier-" +"Kurven-Track\". Wie bei den Property-Tracks müssen Sie einen Node und eine " +"Property auswählen, die animiert werden sollen. Um den Bézierkurven-Editor " +"zu öffnen, klicken Sie auf das Kurven-Icon rechts neben dem Animations-Track." msgid "" "In the editor, keys are represented by filled diamonds and the outlined " "diamonds connected to them by a line control curve's shape." msgstr "" +"Im Editor werden die Keys durch gefüllte Rauten dargestellt und die " +"umrandeten Rauten, die mit ihnen durch die Form einer Linie verbunden sind, " +"steuern die Form der Kurve." msgid "In the right click panel of the editor, you can select the handle mode:" -msgstr "" +msgstr "Im Rechtsklick-Panel des Editors können Sie den Griffmodus auswählen:" msgid "" "Free: Allows you to orient a manipulator in any direction without affecting " "the other's position." msgstr "" +"Frei: Ermöglicht die Ausrichtung eines Manipulators in eine beliebige " +"Richtung, ohne die Position des anderen zu beeinflussen." msgid "" "Linear: Does not allow rotation of the manipulator and draws a linear graph." msgstr "" +"Linear: Erlaubt keine Drehung des Manipulators und zeichnet eine lineare " +"Grafik." msgid "" "Balanced: Makes it so manipulators rotate together, but the distance between " "the key and a manipulator is not mirrored." msgstr "" +"Ausbalanciert: Sorgt dafür, dass sich die Manipulatoren gemeinsam drehen, " +"aber der Abstand zwischen dem Key und einem Manipulator wird nicht " +"gespiegelt." msgid "" "Mirrored: Makes the position of one manipulator perfectly mirror the other, " "including their distance to the key." msgstr "" +"Gespiegelt: Die Position des einen Manipulators spiegelt die des anderen " +"perfekt wider, einschließlich des Abstands zum Key." msgid "Audio Playback Track" msgstr "Audio Playback-Track" @@ -143,22 +197,36 @@ msgid "" "AudioStreamPlayer, AudioStreamPlayer2D, or AudioStreamPlayer3D node. When " "creating the track, you must select one of those nodes." msgstr "" +"Wenn Sie eine Animation mit Audio erstellen möchten, müssen Sie einen Track " +"zur Audiowiedergabe erstellen. Um eine solche zu erstellen, muss Ihre Szene " +"entweder einen AudioStreamPlayer-, AudioStreamPlayer2D- oder " +"AudioStreamPlayer3D-Node haben. Beim Erstellen des Tracks müssen Sie einen " +"dieser Nodes auswählen." msgid "" "To play a sound in your animation, drag and drop an audio file from the file " "system dock onto the animation track. You should see the waveform of your " "audio file in the track." msgstr "" +"Um einen Sound in Ihrer Animation abzuspielen, ziehen Sie eine Audiodatei " +"aus dem Dateisystem-Dock auf den Animations-Track und legen Sie sie dort ab. " +"Sie sollten die Wellenform Ihrer Audiodatei im Track sehen." msgid "" "To remove a sound from the animation, you can right-click it and select " "\"Delete Key(s)\" or click on it and press the :kbd:`Del` key." msgstr "" +"Um einen Sound aus der Animation zu entfernen, können Sie ihn mit der " +"rechten Maustaste anklicken und \"Key(s) löschen\" wählen oder ihn anklicken " +"und die Taste :kbd:`Entf` drücken." msgid "" "The blend mode allows you to choose whether or not to adjust the audio " "volume when blending in the :ref:`AnimationTree `." msgstr "" +"Mit dem Blending-Modus können Sie wählen, ob die Lautstärke beim Überblenden " +"des :ref:`AnimationTree ` angepasst werden soll oder " +"nicht." msgid "Animation Playback Track" msgstr "Animationsplayback-Track" @@ -168,30 +236,46 @@ msgid "" "animation player nodes in a scene. For example, you can use it to animate " "several characters in a cut-scene." msgstr "" +"Mit Animationsplayback -Tracks können Sie die Animationen anderer Animation " +"Player-Nodes in einer Szene aneinanderreihen. So können Sie zum Beispiel " +"mehrere Charaktere in einer Szene animieren." msgid "" "To create an animation playback track, select \"New Track -> Animation " "Playback Track.\"" msgstr "" +"Um einen Animationswiedergabe-Track zu erstellen, wählen Sie \"Neuer Track -" +"> Animationswiedergabe-Track\"." msgid "Then, select the animation player you want to associate with the track." msgstr "" +"Wählen Sie dann den Animationsplayer aus, den Sie mit dem Track verknüpfen " +"möchten." msgid "" "To add an animation to the track, right-click on it and insert a key. Select " "the key you just created to select an animation in the inspector dock." msgstr "" +"Um dem Track eine Animation hinzuzufügen, klicken Sie ihn mit der rechten " +"Maustaste an und fügen Sie einen Key ein. Wählen Sie den soeben erstellten " +"Key aus, um eine Animation im Inspektor-Dock auszuwählen." msgid "" "If an animation is already playing and you want to stop it early, you can " "create a key and have it set to `[STOP]` in the inspector." msgstr "" +"Wenn eine Animation bereits läuft und Sie sie vorzeitig beenden möchten, " +"können Sie einen Key erstellen und ihn im Inspektor auf `[STOP]` setzen." msgid "" "If you instanced a scene that contains an animation player into your scene, " "you need to enable \"Editable Children\" in the scene tree to access its " "animation player. Also, an animation player cannot reference itself." msgstr "" +"Wenn Sie eine Szene, die einen Animationsplayer enthält, in Ihre Szene " +"instanziiert haben, müssen Sie \" Bearbeitbare Child-Objekte\" im Szenenbaum " +"aktivieren, um auf den Animationsplayer zugreifen zu können. Außerdem kann " +"ein Animationsplayer nicht auf sich selbst verweisen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po index deff794ce6..8db728162f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -30,11 +30,19 @@ msgid "" "having dedicated transform, bezier, function calling, audio and sub-" "animation tracks, is pretty much unique." msgstr "" +"Mit :ref:`AnimationPlayer ` verfügt Godot über eines " +"der flexibelsten Animationssysteme, die man in einer Game Engine finden " +"kann. Die Fähigkeit, fast jede Property in jedem Node oder jeder Ressource " +"zu animieren, sowie dedizierte Transform-, Bezier-, Funktionsaufruf-, Audio- " +"und Sub-Animations-Tracks zu haben, ist ziemlich einzigartig." msgid "" "However, the support for blending those animations via ``AnimationPlayer`` " "is relatively limited, as only a fixed cross-fade transition time can be set." msgstr "" +"Die Unterstützung für Blending dieser Animationen mittels " +"``AnimationPlayer`` ist jedoch relativ begrenzt, da nur eine feste Crossfade-" +"Zeit eingestellt werden kann." msgid "" ":ref:`AnimationTree ` is a new node introduced in Godot " @@ -42,9 +50,13 @@ msgid "" "``AnimationTreePlayer``, while adding a huge amount of features and " "flexibility." msgstr "" +":ref:`AnimationTree ` ist ein neuer Node, der in Godot " +"3.1 eingeführt wurde, um fortgeschrittene Übergänge zu behandeln. Er ersetzt " +"den alten ``AnimationTreePlayer`` und bietet gleichzeitig eine große Menge " +"an Funktionen und Flexibilität." msgid "Creating an AnimationTree" -msgstr "Einen AnimationTree erstellen" +msgstr "Erstellen eines AnimationTree" msgid "" "Before starting, it must be made clear that an ``AnimationTree`` node does " @@ -53,6 +65,12 @@ msgid "" "them from a 3D scene) as usual and then use this extra node to control the " "playback." msgstr "" +"Bevor wir beginnen, muß klargestellt werden, daß ein ``AnimationTree``-Node " +"keine eigenen Animationen enthält. Stattdessen verwendet er Animationen, die " +"in einem ``AnimationPlayer``-Node enthalten sind. Auf diese Weise können Sie " +"Ihre Animationen wie gewohnt bearbeiten (oder sie aus einer 3D-Szene " +"importieren) und dann diesen zusätzlichen Node zur Steuerung der Wiedergabe " +"verwenden." msgid "" "The most common way to use ``AnimationTree`` is in a 3D scene. When " @@ -61,6 +79,12 @@ msgid "" "import). At the end, the imported Godot scene will contain the animations in " "a ``AnimationPlayer`` node." msgstr "" +"Die gebräuchlichste Art, ``AnimationTree`` zu verwenden, ist in einer 3D-" +"Szene. Wenn Sie Ihre Szenen aus einem 3D-Austauschformat importieren, werden " +"sie normalerweise mit integrierten Animationen geliefert (entweder mehrere " +"oder von einer großen Szene beim Import getrennt). Am Ende wird die " +"importierte Godot-Szene die Animationen in einem ``AnimationPlayer`` Node " +"enthalten." msgid "" "As you rarely use imported scenes directly in Godot (they are either " @@ -69,6 +93,11 @@ msgid "" "``AnimationTree`` node to the ``AnimationPlayer`` that was created in the " "imported scene." msgstr "" +"Da man importierte Szenen in Godot selten direkt verwendet (sie werden " +"entweder instanziiert oder geerbt), kann man den ``AnimationTree``-Node in " +"der neuen Szene platzieren, in der die importierte Szene vorkommt. " +"Anschließend zeigen Sie den ``AnimationTree``-Node auf den " +"``AnimationPlayer``, der in der importierten Szene erstellt wurde." msgid "" "This is how it's done in the `Third Person Shooter demo ` API as a transform:" msgstr "" +"Anschließend kann die eigentliche Bewegung über die :ref:`AnimationTree " +"`-API als Transformation abgerufen werden:" -#, fuzzy msgid "" "This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide " "` to control the character " "movement." msgstr "" -"Dies kann Funktionen wie :ref:`KinematicBody.move_and_slide " -"` zugeführt werden, um die " -"Zeichenbewegung zu steuern." +"Dies kann an Funktionen wie :ref:`CharacterBody3D.move_and_slide " +"` weitergegeben werden, um die " +"Bewegung des Charakters zu steuern." msgid "" "There is also a tool node, ``RootMotionView``, that can be placed in a scene " "and will act as a custom floor for your character and animations (this node " "is disabled by default during the game)." msgstr "" +"Es gibt auch einen Tool-Node, ``RootMotionView``, der in einer Szene " +"platziert werden kann und als benutzerdefinierter Boden für Ihren Charakter " +"und Ihre Animationen fungiert (dieser Node ist während des Spiels " +"standardmäßig deaktiviert)." msgid "Controlling from code" -msgstr "Steuern aus Programmcode" +msgstr "Steuern aus dem Code heraus" msgid "" "After building the tree and previewing it, the only question remaining is " "\"How is all this controlled from code?\"." msgstr "" +"Nachdem der Baum erstellt und in der Vorschau angezeigt wurde, bleibt nur " +"noch die Frage: \"Wie wird das alles vom Code aus gesteuert?\"." msgid "" "Keep in mind that the animation nodes are just resources and, as such, they " @@ -494,6 +633,14 @@ msgid "" "reuse nodes with a complex layout (such as a state machine or blend space) " "in different animation trees." msgstr "" +"Beachten Sie, dass die Animation-Nodes nur Ressourcen sind und als solche " +"von allen Instanzen, die sie benutzen, gemeinsam genutzt werden. Das direkte " +"Setzen von Werten in den Nodes wirkt sich auf alle Instanzen der Szene aus, " +"die diesen ``AnimationTree`` verwenden. Dies ist im Allgemeinen nicht " +"wünschenswert, hat aber einige coole Anwendungsfälle, z.B. können Sie Teile " +"Ihres Animationsbaums kopieren und einfügen, oder Nodes mit einem komplexen " +"Layout (wie z.B. eine State Machine oder ein Blending-Space) in " +"verschiedenen Animationsbäumen wiederverwenden." msgid "" "The actual animation data is contained in the ``AnimationTree`` node and is " @@ -501,23 +648,33 @@ msgid "" "``AnimationTree`` node to see all the parameters that can be modified in " "real-time:" msgstr "" +"Die eigentlichen Animationsdaten sind im ``AnimationTree``-Node enthalten " +"und werden über Propertys angesprochen. Im Abschnitt \"Parameter\" des Nodes " +"``AnimationTree`` finden Sie alle Parameter, die in Echtzeit geändert werden " +"können:" msgid "" "This is handy because it makes it possible to animate them from an " "``AnimationPlayer``, or even the ``AnimationTree`` itself, allowing the " "realization of very complex animation logic." msgstr "" +"Das ist praktisch, weil es möglich ist, sie von einem ``AnimationPlayer`` " +"aus zu animieren, oder sogar vom ``AnimationTree`` selbst, was die " +"Realisierung sehr komplexer Animationslogik erlaubt." msgid "" "To modify these values from code, the property path must be obtained. This " "is done easily by hovering the mouse over any of the parameters:" msgstr "" +"Um diese Werte vom Code aus zu ändern, muss der Property-Pfad ermittelt " +"werden. Dies geschieht ganz einfach, indem Sie den Mauszeiger über einen der " +"Parameter bewegen:" msgid "Which allows setting them or reading them:" -msgstr "So können Sie sie einstellen oder lesen:" +msgstr "Dadurch können sie eingestellt oder gelesen werden:" msgid "State machine travel" -msgstr "Zustandsmaschine fahren" +msgstr "Traveling der State Machine" msgid "" "One of the nice features in Godot's ``StateMachine`` implementation is the " @@ -527,6 +684,12 @@ msgid "" "current state and finishing at the destination state, the graph teleports to " "the destination state." msgstr "" +"Eines der netten Features in Godots ``StateMachine``-Implementierung ist die " +"Fähigkeit zu durchlaufen (traveling). Der Graph kann angewiesen werden, vom " +"aktuellen Zustand in einen anderen zu gehen und dabei alle Zwischenzustände " +"zu besuchen. Dies geschieht über den A\\*-Algorithmus. Wenn es keinen Pfad " +"von Übergängen gibt, der im aktuellen Zustand beginnt und im Zielzustand " +"endet, teleportiert der Graph in den Zielzustand." msgid "" "To use the travel ability, you should first retrieve the :ref:" @@ -534,18 +697,25 @@ msgid "" "` object from the ``AnimationTree`` " "node (it is exported as a property)." msgstr "" +"Um die Traveling-Fähigkeit zu nutzen, sollten Sie zuerst das :ref:" +"`AnimationNodeStateMachinePlayback " +"`-Objekt vom Node ``AnimationTree`` " +"abrufen (es wird als Property exportiert)." msgid "" "Once retrieved, it can be used by calling one of the many functions it " "offers:" msgstr "" "Einmal abgerufen, kann es verwendet werden, indem Sie eine der vielen " -"gebotenen Funktionen aufrufen:" +"angebotenen Funktionen aufrufen:" msgid "" "The state machine must be running before you can travel. Make sure to either " "call ``start()`` or choose a node to **Autoplay on Load**." msgstr "" +"Die State Machine muss laufen, bevor Sie Traveling verwenden können. Stellen " +"Sie sicher, dass Sie entweder ``start()`` aufrufen oder einen Node für " +"**Autoplay beim Laden** auswählen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po index c5422bc64d..24b262a349 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,9 +25,12 @@ msgid "" "project. This kind of recording is also called *offline rendering*. There " "are many scenarios where this is useful:" msgstr "" +"Godot kann **Nicht-Echtzeit** Video und Audio von jedem 2D- oder 3D-Projekt " +"aufzeichnen. Diese Art der Aufzeichnung wird auch als *Offline-Rendering* " +"bezeichnet. Es gibt viele Szenarien, in denen dies nützlich ist:" msgid "Recording game trailers for promotional use." -msgstr "" +msgstr "Aufnahme von Spieltrailern für Werbezwecke." msgid "" "Recording cutscenes that will be :ref:`displayed as pre-recorded videos " @@ -35,6 +38,10 @@ msgid "" "quality settings (at the cost of file size), regardless of the player's " "hardware." msgstr "" +"Aufzeichnen von Zwischensequenzen, die im fertigen Spiel :ref:`als " +"voraufgezeichnete Videos ` angezeigt werden. Dies " +"ermöglicht die Verwendung höherer Qualitätseinstellungen (auf Kosten der " +"Dateigröße), unabhängig von der Hardware des Spielers." msgid "" "Recording procedurally generated animations or motion design. User " @@ -42,17 +49,26 @@ msgid "" "included as well (although you won't be able to hear it while the video is " "recording)." msgstr "" +"Aufzeichnung von prozedural generierten Animationen oder Motion Design. " +"Während der Videoaufzeichnung ist eine Benutzerinteraktion weiterhin " +"möglich, und auch Audio kann aufgenommen werden (obwohl Sie es während der " +"Videoaufzeichnung nicht hören können)." msgid "" "Comparing the visual output of graphics settings, shaders, or rendering " "techniques in an animated scene." msgstr "" +"Vergleich der visuellen Ausgabe von Grafikeinstellungen, Shadern oder " +"Rendering-Methoden in einer animierten Szene." msgid "" "With Godot's animation features such as the AnimationPlayer node, Tweeners, " "particles and shaders, it can effectively be used to create any kind of 2D " "and 3D animations (and still images)." msgstr "" +"Mit den Godot-Animationsfunktionen wie dem AnimationPlayer-Node, Tweenern, " +"Partikeln und Shadern können Sie jede Art von 2D- und 3D-Animationen (und " +"Standbildern) effektiv erstellen." msgid "" "If you are already used to Godot's workflow, you may find yourself more " @@ -60,11 +76,18 @@ msgid "" "said, renderers designed for non-real-time usage such as Cycles and Eevee " "can result in better visuals (at the cost of longer rendering times)." msgstr "" +"Wenn Sie sich bereits an den Arbeitsablauf von Godot gewöhnt haben, können " +"Sie mit Godot für das Rendering von Videos produktiver sein als mit Blender. " +"Abgesehen davon können Renderer, die für die Nicht-Echtzeit-Nutzung " +"entwickelt wurden, wie Cycles und Eevee, zu besseren Bildern führen (auf " +"Kosten längerer Rendering-Zeiten)." msgid "" "Compared to real-time video recording, some advantages of non-real-time " "recording include:" msgstr "" +"Im Vergleich zur Videoaufzeichnung in Echtzeit bietet die Aufzeichnung in " +"Nicht-Echtzeit einige Vorteile:" msgid "" "Use any graphics settings (including extremely demanding settings) " @@ -73,12 +96,21 @@ msgid "" "stuttering. Faster hardware will allow you to render a given animation in " "less time, but the visual output remains identical." msgstr "" +"Verwenden Sie alle Grafikeinstellungen (einschließlich extrem " +"anspruchsvoller Einstellungen), unabhängig von den Möglichkeiten Ihrer " +"Hardware. Das ausgegebene Video hat *immer* einen perfekten Bildrhythmus; es " +"wird niemals unterbrochene Bilder oder Stutter aufweisen. Mit schnellerer " +"Hardware können Sie eine bestimmte Animation in kürzerer Zeit rendern, aber " +"die visuelle Ausgabe bleibt identisch." msgid "" "Render at a higher resolution than the screen resolution, without having to " "rely on driver-specific tools such as NVIDIA's Dynamic Super Resolution or " "AMD's Virtual Super Resolution." msgstr "" +"Rendern Sie mit einer höheren Auflösung als der Bildschirmauflösung, ohne " +"auf treiberspezifische Tools wie NVIDIAs Dynamic Super Resolution oder AMDs " +"Virtual Super Resolution zurückgreifen zu müssen." msgid "" "Render at a higher framerate than the video's target framerate, then :ref:" @@ -87,11 +119,18 @@ msgid "" "over several frames (such as temporal antialiasing, SDFGI and volumetric " "fog) look better." msgstr "" +"Rendern Sie mit einer höheren Framerate als der Ziel-Framerate des Videos " +"und erzeugen Sie dann :ref:`durch Nachbearbeitung eine qualitativ " +"hochwertige Bewegungsunschärfe `. Dies " +"lässt auch Effekte, die über mehrere Frames konvergieren (wie temporales " +"Antialiasing, SDFGI und volumetrischer Nebel) besser aussehen." msgid "" "**This feature is not designed for capturing real-time footage during " "gameplay.**" msgstr "" +"**Dieses Feature ist nicht für die Aufnahme von Echtzeit-Filmmaterial " +"während des Spiels gedacht.**" msgid "" "Players should use something like `OBS Studio `__ " @@ -99,51 +138,76 @@ msgid "" ">`__ to record gameplay videos, as they do a much better job at intercepting " "the compositor than Godot can do using Vulkan or OpenGL natively." msgstr "" +"Spieler sollten etwas wie `OBS Studio `__ oder " +"`SimpleScreenRecorder `__ " +"verwenden, um Gameplay-Videos aufzunehmen, da sie den Compositor viel besser " +"abfangen, als Godot es mit Vulkan oder OpenGL nativ kann." msgid "" "That said, if your game runs at near-real-time speeds when capturing, you " "can still use this feature (but it will lack audible sound playback, as " "sound is saved directly to the video file)." msgstr "" +"Wenn Ihr Spiel bei der Aufnahme nahezu in Echtzeit läuft, können Sie dieses " +"Feature dennoch nutzen (allerdings fehlt dann die Tonwiedergabe, da der Ton " +"direkt in der Videodatei gespeichert wird)." msgid "Enabling Movie Maker mode" -msgstr "" +msgstr "Aktivieren des Movie Maker-Modus" msgid "" "To enable Movie Maker mode, click the \"movie reel\" button in the top-right " "corner of the editor *before* running the project:" msgstr "" +"Um den Movie Maker-Modus zu aktivieren, klicken Sie auf den Button mit der " +"Filmspule in der oberen rechten Ecke des Editors, *bevor* Sie das Projekt " +"starten:" msgid "Movie Maker mode is disabled, click the \"movie reel\" icon to enable" msgstr "" +"Wenn der Movie Maker-Modus deaktiviert ist, klicken Sie auf das Filmspulen-" +"Icon, um ihn zu aktivieren" msgid "" "The icon gets a background matching the accent color when Movie Maker mode " "is enabled:" msgstr "" +"Das Icon erhält einen Hintergrund in der Akzentfarbe, wenn der Movie Maker-" +"Modus aktiviert ist:" msgid "" "Movie Maker mode is enabled, click the \"movie reel\" icon again to disable" msgstr "" +"Wenn der Movie Maker-Modus aktiviert ist, klicken Sie erneut auf das " +"Filmspulen-Icon, um ihn zu deaktivieren" msgid "" "Movie Maker status is **not** persisted when the editor quits, so you must " "re-enable Movie Maker mode again after restarting the editor if needed." msgstr "" +"Der Movie Maker-Status wird **nicht** beibehalten, wenn der Editor beendet " +"wird, so dass Sie den Movie Maker-Modus bei Bedarf nach dem Neustart des " +"Editors erneut aktivieren müssen." msgid "" "Toggling Movie Maker mode while running the project will not have any effect " "until the project is restarted." msgstr "" +"Wenn Sie den Movie Maker-Modus ein- oder ausschalten, während das Projekt " +"läuft, hat dies keine Auswirkungen, bis das Projekt neu gestartet wird." msgid "" "Before you can record video by running the project, you still need to " "configure the output file path. This path can be set for all scenes in the " "Project Settings:" msgstr "" +"Bevor Sie ein Video aufnehmen können, indem Sie das Projekt ausführen, " +"müssen Sie noch den Pfad der Ausgabedatei konfigurieren. Dieser Pfad kann " +"für alle Szenen in den Projekteinstellungen festgelegt werden:" msgid "Movie Maker project settings (with Advanced toggle enabled)" msgstr "" +"Movie Maker-Projekteinstellungen (mit aktivierter Option \"Erweitert\")" msgid "" "Alternatively, you can set the output file path on a per-scene basis by " @@ -152,23 +216,33 @@ msgid "" "question, or when running the scene directly by pressing :kbd:`F6` (:kbd:" "`Cmd + R` on macOS)." msgstr "" +"Alternativ können Sie den Pfad der Ausgabedatei für jede Szene festlegen, " +"indem Sie String-Metadaten mit dem Namen ``movie_file`` zum **Root-Node** " +"der Szene hinzufügen. Dies wird nur verwendet, wenn die Hauptszene auf die " +"betreffende Szene eingestellt ist, oder wenn die Szene direkt durch Drücken " +"von :kbd:`F6` (:kbd:`Cmd + R` unter macOS) gestartet wird." msgid "Inspector view after creating a ``movie_file`` metadata of type String" msgstr "" +"Inspektor-Ansicht nach dem Erstellen von ``movie_file``-Metadaten vom Typ " +"String" msgid "" "The path specified in the project settings or metadata can be either " "absolute, or relative to the project root." msgstr "" +"Der in den Projekteinstellungen oder Metadaten angegebene Pfad kann entweder " +"absolut oder relativ zum Root des Projekts sein." msgid "" "Once you've configured and enabled Movie Maker mode, it will be " "automatically used when running the project from the editor." msgstr "" +"Sobald Sie den Movie Maker-Modus konfiguriert und aktiviert haben, wird er " +"automatisch verwendet, wenn Sie das Projekt im Editor ausführen." -#, fuzzy msgid "Command line usage" -msgstr "Befehlszeilen-Anleitung" +msgstr "Nutzung der Kommandozeile" msgid "" "Movie Maker can also be enabled from the :ref:`command line " @@ -183,6 +257,10 @@ msgid "" "will be written to ``/path/to/your_project/output.avi``. This behavior is " "similar to the ``--export`` command line argument." msgstr "" +"Wenn der Ausgabepfad relativ ist, dann ist er **relativ zum Projektordner**, " +"nicht zum aktuellen Arbeitsverzeichnis. Im obigen Beispiel wird die Datei " +"nach ``/pfad/zu/ihrem_projekt/output.avi`` geschrieben. Dieses Verhalten ist " +"vergleichbar mit dem Kommandozeilenargument ``--export``." msgid "" "Since Movie Maker's output resolution is set by the viewport size, you can " @@ -190,17 +268,27 @@ msgid "" "``disabled`` or ``canvas_items`` :ref:`stretch mode " "`:" msgstr "" +"Da die Ausgabeauflösung von Movie Maker durch die Größe des Viewports " +"bestimmt wird, können Sie die Fenstergröße beim Start anpassen, um sie zu " +"überschreiben, wenn das Projekt den Modus ``disabled`` oder " +"``canvas_items`` :ref:`Stretch-Mode ` verwendet:" msgid "" "Note that the window size is clamped by your display's resolution. See :ref:" "`doc_creating_movies_recording_at_higher_resolution` if you need to record a " "video at a higher resolution than the screen resolution." msgstr "" +"Beachten Sie, dass die Fenstergröße von der Auflösung Ihres Bildschirms " +"abhängt. Siehe :ref:`doc_creating_movies_recording_at_higher_resolution`, " +"wenn Sie ein Video mit einer höheren Auflösung als der Bildschirmauflösung " +"aufnehmen möchten." msgid "" "The recording FPS can also be overridden on the command line, without having " "to edit the Project Settings:" msgstr "" +"Die Aufnahme-FPS können auch über die Befehlszeile überschrieben werden, " +"ohne dass die Projekteinstellungen bearbeitet werden müssen:" msgid "" "The ``--write-movie`` and ``--fixed-fps`` command line arguments are both " @@ -209,16 +297,25 @@ msgid "" "` method to run a second instance of the exported " "project that will record a video file." msgstr "" +"Die Kommandozeilenargumente ``--write-movie`` und ``--fixed-fps`` sind beide " +"in exportierten Projekten verfügbar. Der Movie Maker-Modus kann nicht ein- " +"oder ausgeschaltet werden, während das Projekt läuft, aber Sie können die " +"Methode :ref:`OS.execute() ` verwenden, um eine " +"zweite Instanz des exportierten Projekts zu starten, die eine Videodatei " +"aufnimmt." -#, fuzzy msgid "Choosing an output format" -msgstr "Animationen" +msgstr "Auswahl eines Ausgabeformats" msgid "" "Output formats are provided by the :ref:`MovieWriter ` " "class. Godot has 2 built-in :ref:`MovieWriters `, and " "more can be implemented by extensions:" msgstr "" +"Die Ausgabeformate werden von der Klasse :ref:`MovieWriter " +"` bereitgestellt. Godot hat 2 Built-in-:ref:`MovieWriters " +"`, und weitere können durch Extensions implementiert " +"werden:" msgid "AVI (recommended)" msgstr "AVI (empfohlen)" @@ -229,6 +326,10 @@ msgid "" "lossy compression quality can be adjusted by changing **Editor > Movie " "Writer > MJPEG Quality**." msgstr "" +"AVI-Container mit MJPEG für Video und unkomprimiertem Audio. Verfügt über " +"verlustbehaftete Videokomprimierung, was zu mittleren Dateigrößen und " +"schneller Kodierung führt. Die verlustbehaftete Komprimierungsqualität kann " +"durch Ändern von **Editor > Movie Writer > MJPEG-Qualität** angepasst werden." msgid "" "The resulting file can be viewed in most video players, but it must be " @@ -236,14 +337,21 @@ msgid "" "VideoStreamPlayer node. MJPEG does not support transparency. AVI output is " "currently limited to a file of 4 GB in size at most." msgstr "" +"Die resultierende Datei kann in den meisten Videoplayern angezeigt werden, " +"muss aber in ein anderes Format konvertiert werden, um im Internet oder von " +"Godot mit dem VideoStreamPlayer-Node angezeigt zu werden. MJPEG unterstützt " +"keine Transparenz. Die AVI-Ausgabe ist derzeit auf eine Dateigröße von " +"maximal 4 GB beschränkt." msgid "" "To use AVI, specify a path to an ``.avi`` file to be created in the **Editor " "> Movie Writer > Movie File** project setting." msgstr "" +"Um AVI zu verwenden, geben Sie in der Projekteinstellung **Editor > Movie " +"Writer > Movie-Datei** einen Pfad zu einer zu erstellenden ``.avi``-Datei an." msgid "PNG" -msgstr "" +msgstr "PNG" msgid "" "PNG image sequence for video and WAV for audio. Features lossless video " @@ -251,6 +359,11 @@ msgid "" "designed to be :ref:`encoded to a video file with an external tool after " "recording `." msgstr "" +"PNG-Bildsequenz für Video und WAV für Audio. Verfügt über eine verlustfreie " +"Videokomprimierung, allerdings zum Preis einer großen Dateigröße und einer " +"langsamen Kodierung. Dies ist für die :ref:`Codierung in eine Videodatei mit " +"einem externen Tool nach der Aufnahme von " +"` gedacht." msgid "" "Transparency is supported, but the root viewport **must** have its " @@ -262,16 +375,27 @@ msgid "" "recording the video, but they do not have to be enabled for the output image " "to contain transparency." msgstr "" +"Transparenz wird unterstützt, aber der Root-Viewport **muss** seine Property " +"``transparent_bg`` auf ``true`` gesetzt haben, damit die Transparenz im " +"Ausgabebild sichtbar wird. Dies kann erreicht werden, indem die erweiterte " +"Projekteinstellung **Rendern > Transparenter Hintergrund** aktiviert wird. " +"**Anzeige > Fenster > Größe > Transparent** und **Anzeige > Fenster > " +"Transparenz pro Pixel > Aktiviert** können optional aktiviert werden, damit " +"die Transparenz während der Videoaufzeichnung in der Vorschau angezeigt " +"werden kann." msgid "" "To use PNG, specify a ``.png`` file to be created in the **Editor > Movie " "Writer > Movie File** project setting. The generated ``.wav`` file will have " "the same name as the ``.png`` file (minus the extension)." msgstr "" +"Um PNG zu verwenden, geben Sie in der Projekteinstellung **Editor > Movie " +"Writer > Movie-Datei** eine zu erstellende ``.png``-Datei an. Die erzeugte " +"``.wav``-Datei hat den gleichen Namen wie die ``.png``-Datei (ohne die " +"Erweiterung)." -#, fuzzy msgid "Custom" -msgstr "Benutzerdefinierte Shader" +msgstr "Benutzerdefiniert" msgid "" "If you need to encode directly to a different format or pipe a stream " @@ -279,6 +403,10 @@ msgid "" "your own movie writers. This should typically be done using GDExtension for " "performance reasons." msgstr "" +"Wenn Sie direkt in ein anderes Format kodieren oder einen Stream durch " +"Software von Drittanbietern leiten müssen, können Sie die MovieWriter-Klasse " +"erweitern, um Ihre eigenen Movie Writer zu erstellen. Dies sollte aus " +"Gründen der Performance in der Regel mit GDExtension geschehen." msgid "Configuration" msgstr "Konfiguration" @@ -289,6 +417,10 @@ msgid "" "enabling the **Advanced** toggle in the top-right corner of the Project " "Settings dialog." msgstr "" +"Im Abschnitt **Editor > Movie Writer** der Projekteinstellungen können Sie " +"verschiedene Optionen konfigurieren. Einige davon sind nur sichtbar, wenn " +"Sie den Schalter **Erweitert** in der oberen rechten Ecke des Dialogfelds " +"Projekteinstellungen aktivieren." msgid "" "**Mix Rate Hz:** The audio mix rate to use in the recorded audio when " @@ -296,11 +428,19 @@ msgid "" "value must be divisible by the recorded FPS to prevent audio from " "desynchronizing over time." msgstr "" +"**Mix-Rate Hz:** Die Audio-Mix-Rate, die beim Schreiben eines Films für das " +"aufgenommene Audio verwendet wird. Dieser Wert kann sich von der Mix-Rate " +"des Projekts unterscheiden, muss aber durch die aufgezeichneten FPS teilbar " +"sein, um zu verhindern, dass das Audio im Laufe der Zeit desynchronisiert " +"wird." msgid "" "**Speaker Mode:** The speaker mode to use in the recorded audio when writing " "a movie (stereo, 5.1 surround or 7.1 surround)." msgstr "" +"**Lautsprechermodus:** Der Lautsprechermodus, der beim Schreiben eines Films " +"für die Tonaufnahme verwendet werden soll (Stereo, 5.1 Surround oder 7.1 " +"Surround)." msgid "" "**MJPEG Quality:** The JPEG quality to use when writing a video to an AVI " @@ -310,11 +450,21 @@ msgid "" "JPEG compression remains lossy. This setting does not affect audio quality " "and is ignored when writing to a PNG image sequence." msgstr "" +"**MJPEG-Qualität:** Die JPEG-Qualität, die beim Schreiben eines Videos in " +"eine AVI-Datei verwendet werden soll, liegt zwischen ``0.01`` und ``1.0`` " +"(inklusive). Höhere Qualitätswerte führen zu einer besser aussehenden " +"Ausgabe zum Preis einer größeren Dateigröße. Empfohlene Qualitätswerte " +"liegen zwischen ``0.75`` und ``0.9``. Selbst bei der Qualität ``1.0`` bleibt " +"die JPEG-Kompression verlustbehaftet. Diese Einstellung hat keinen Einfluss " +"auf die Audioqualität und wird beim Schreiben in eine PNG-Bildsequenz " +"ignoriert." msgid "" "**Movie File:** The output path for the movie. This can be absolute or " "relative to the project root." msgstr "" +"**Movie-Datei:** Der Ausgabepfad für den Film. Dieser kann absolut oder " +"relativ zum Root des Projekts sein." msgid "" "**Disable V-Sync:** If enabled, requests V-Sync to be disabled when writing " @@ -323,6 +473,13 @@ msgid "" "refresh rate. This setting has no effect if the operating system or graphics " "driver forces V-Sync with no way for applications to disable it." msgstr "" +"**V-Sync deaktivieren:** Wenn aktiviert, wird V-Sync beim Schreiben eines " +"Films deaktiviert. Dies kann das Schreiben von Videos beschleunigen, wenn " +"die Hardware schnell genug ist, um das Video mit einer höheren Framerate als " +"die Bildwiederholfrequenz des Monitors zu rendern, zu kodieren und zu " +"speichern. Diese Einstellung hat keine Auswirkung, wenn das Betriebssystem " +"oder der Grafiktreiber V-Sync erzwingt, ohne den Anwendungen die Möglichkeit " +"zu geben, es zu deaktivieren." msgid "" "**FPS:** The rendered frames per second in the output movie. Higher values " @@ -331,6 +488,11 @@ msgid "" "values higher than 60, but you can use a higher value and use that to " "generate motion blur." msgstr "" +"**FPS:** Die gerenderten Bilder pro Sekunde im Ausgabefilm. Höhere Werte " +"führen zu einer flüssigeren Animation, allerdings zum Preis längerer " +"Rendering-Zeiten und größerer Ausgabedateigrößen. Die meisten Video-Hosting-" +"Plattformen unterstützen keine höheren FPS-Werte als 60, aber Sie können " +"einen höheren Wert verwenden und damit Bewegungsunschärfe erzeugen." msgid "" "When using the ``disabled`` or ``2d`` :ref:`stretch modes " @@ -340,13 +502,18 @@ msgid "" "Size > Window Width Override** and **Window Height Override** advanced " "project settings." msgstr "" +"Wenn Sie die ``disabled`` oder ``2d``-:ref:`Stretch-Modi " +"` verwenden, wird die Auflösung der Ausgabedatei " +"durch die Fenstergröße bestimmt. Stellen Sie sicher, dass Sie die Größe des " +"Fensters *vor* dem Ende des Splash-Screens ändern. Zu diesem Zweck empfiehlt " +"es sich, die erweiterten Projekteinstellungen **Anzeige > Fenster > Größe > " +"Fensterbreite überschreiben** und **Fensterhöhe überschreiben** anzupassen." msgid "See also :ref:`doc_creating_movies_recording_at_higher_resolution`." -msgstr "" +msgstr "Siehe auch :ref:`doc_creating_movies_recording_at_higher_resolution`." -#, fuzzy msgid "Quitting Movie Maker mode" -msgstr "Eingebaute Variablen und Render-Modi" +msgstr "Beenden des Movie Maker-Modus" msgid "" "To safely quit a project that is using Movie Maker mode, use the X button at " @@ -354,6 +521,11 @@ msgid "" "also use the ``--quit-after N`` command line argument where ``N`` is the " "number of frames to render before quitting." msgstr "" +"Um ein Projekt im Movie Maker-Modus sicher zu beenden, benutzen Sie den X-" +"Button am oberen Rand des Fensters, oder rufen Sie ``get_tree().quit()`` in " +"einem Skript auf. Sie können auch das Kommandozeilenargument ``--quit-after " +"N`` verwenden, wobei ``N`` die Anzahl der zu rendernden Bilder vor dem " +"Beenden ist." msgid "" "Pressing :kbd:`F8` (:kbd:`Cmd + .` on macOS) or pressing :kbd:`Ctrl + C` on " @@ -362,6 +534,12 @@ msgid "" "sequences, PNG images will not be negatively altered, but the associated WAV " "file will still lack duration information." msgstr "" +"Das Drücken von :kbd:`F8` (:kbd:`Cmd + .` unter macOS) oder das Drücken von :" +"kbd:`Strg + C` im Terminal, in dem Godot läuft, ist **nicht " +"empfehlenswert**, da es zu einer nicht korrekt formatierten AVI-Datei ohne " +"Laufzeitinformationen führen wird. Bei PNG-Bildsequenzen werden die PNG-" +"Bilder nicht zum Schlechteren verändert, aber die zugehörige WAV-Datei " +"enthält keine Angaben zur Laufzeit." msgid "" "Some video players may still be able to play the AVI or WAV file with " @@ -370,6 +548,12 @@ msgid "" "video converter program ` can help in " "those cases." msgstr "" +"Einige Videoplayer können die AVI- oder WAV-Datei möglicherweise noch mit " +"funktionierendem Video und Audio abspielen. Software, die mit der AVI- oder " +"WAV-Datei arbeitet, wie z. B. Video-Editoren, kann die Datei jedoch " +"möglicherweise nicht öffnen. :ref:`Die Verwendung eines " +"Videokonvertierungsprogramms ` kann in " +"diesen Fällen helfen." msgid "" "If you're using an AnimationPlayer to control a \"main action\" in the scene " @@ -380,9 +564,17 @@ msgid "" "has no effect on looping animations*. Therefore, you need to make sure that " "the animation is set as non-looping." msgstr "" +"Wenn Sie einen AnimationPlayer verwenden, um eine \"Hauptaktion\" in der " +"Szene zu steuern (z. B. eine Kamerabewegung), können Sie die Property " +"**Beenden bei Filmende** auf dem betreffenden AnimationPlayer-Node " +"aktivieren. Wenn diese Property aktiviert ist, wird Godot von selbst " +"beendet, wenn eine Animation fertig abgespielt ist *und* die Engine im Movie " +"Maker-Modus läuft. Beachten Sie, dass *diese Property keine Auswirkungen auf " +"Looping-Animationen* hat. Daher müssen Sie sicherstellen, dass die Animation " +"als nicht-Looping eingestellt ist." msgid "Using high-quality graphics settings" -msgstr "" +msgstr "Verwendung von hohen Grafikeinstellungen" msgid "" "The ``movie`` :ref:`feature tag ` can be used to override " @@ -393,20 +585,35 @@ msgid "" "resolutions. Therefore, it's still recommended to only increase graphics " "settings if they make a meaningful difference in the output image." msgstr "" +"Das ``Movie`` :ref:`Feature-Tag ` kann verwendet werden, " +"um bestimmte Projekteinstellungen außer Kraft zu setzen. Dies ist nützlich, " +"um hohe Grafikeinstellungen zu aktivieren, die auf Ihrer Hardware nicht " +"schnell genug wären, um in Echtzeit zu laufen. Denken Sie daran, dass das " +"Setzen aller Einstellungen auf den Maximalwert immer noch die " +"Speichergeschwindigkeit des Films verlangsamen kann, insbesondere bei der " +"Aufnahme mit höheren Auflösungen. Daher ist es immer noch empfehlenswert, " +"die Grafikeinstellungen nur dann zu erhöhen, wenn sie einen bedeutenden " +"Unterschied im Ausgabebild machen." msgid "" "This feature tag can also be queried in a script to increase quality " "settings that are set in the Environment resource. For example, to further " "improve SDFGI detail and reduce light leaking:" msgstr "" +"Dieses Feature-Tag kann auch in einem Skript abgefragt werden, um die " +"Qualitätseinstellungen zu erhöhen, die in der Environment-Ressource " +"festgelegt sind. Zum Beispiel, um die SDFGI-Details weiter zu verbessern und " +"Lichtlecks zu reduzieren:" msgid "Rendering at a higher resolution than the screen resolution" -msgstr "" +msgstr "Rendering mit einer höheren Auflösung als der Bildschirmauflösung" msgid "" "The overall rendering quality can be improved significantly by rendering at " "high resolutions such as 4K or 8K." msgstr "" +"Die Gesamtqualität des Renderings kann durch Rendering mit hohen Auflösungen " +"wie 4K oder 8K erheblich verbessert werden." msgid "" "For 3D rendering, Godot provides a **Rendering > Scaling 3D > Scale** " @@ -415,18 +622,31 @@ msgid "" "drawn on the viewport. This provides an expensive but high-quality form of " "antialiasing, without increasing the final output resolution." msgstr "" +"Für das 3D-Rendering bietet Godot die erweiterte Projekteinstellung " +"**Rendern > 3D-Skalierung > Skalierung**, die auf einen Wert über ``1.0`` " +"gesetzt werden kann, um *Supersample-Antialiasing* zu erhalten. Das 3D-" +"Rendering wird dann *unterabgetastet*, wenn es auf dem Viewport gezeichnet " +"wird. Dies bietet eine teure, aber qualitativ hochwertige Form des " +"Antialiasing, ohne die endgültige Ausgabeauflösung zu erhöhen." msgid "" "Consider using this project setting first, as it avoids slowing down movie " "writing speeds and increasing output file size compared to actually " "increasing the output resolution." msgstr "" +"Erwägen Sie, diese Projekteinstellung zuerst zu verwenden, da sie eine " +"Verlangsamung der Schreibgeschwindigkeit von Filmen und eine Vergrößerung " +"der Ausgabedatei im Vergleich zur tatsächlichen Erhöhung der " +"Ausgabeauflösung vermeidet." msgid "" "If you wish to render 2D at a higher resolution, or if you actually need the " "higher raw pixel output for 3D rendering, you can increase the resolution " "above what the screen allows." msgstr "" +"Wenn Sie 2D mit einer höheren Auflösung rendern möchten oder wenn Sie die " +"höhere Rohpixelausgabe für 3D-Rendering benötigen, können Sie die Auflösung " +"über das hinaus erhöhen, was der Bildschirm zulässt." msgid "" "By default, Godot uses the ``disabled`` :ref:`stretch modes " @@ -434,6 +654,10 @@ msgid "" "``canvas_items`` stretch mode, the window size dictates the output video " "resolution." msgstr "" +"Standardmäßig verwendet Godot den :ref:`Stretch-Modus " +"` ``deaktiviert`` in Projekten. Wenn Sie den " +"Stretch-Modus ``deaktiviert`` oder ``canvas_items`` verwenden, bestimmt die " +"Fenstergröße die Ausgabeauflösung." msgid "" "On the other hand, if the project is configured to use the ``viewport`` " @@ -442,6 +666,12 @@ msgid "" "Viewport Width** and **Viewport Height** project settings. This can be used " "to render a video at a higher resolution than the screen resolution." msgstr "" +"Ist das Projekt hingegen so konfiguriert, dass es den ``Viewport``-Stretch-" +"Modus verwendet, bestimmt die Viewport-Auflösung die Ausgabeauflösung. Die " +"Viewport-Auflösung wird über die Projekteinstellungen **Anzeige > Fenster > " +"Größe > Viewport-Breite** und **Viewport-Höhe** festgelegt. Dies kann " +"verwendet werden, um ein Video mit einer höheren Auflösung als der " +"Bildschirmauflösung zu rendern." msgid "" "To make the window smaller during recording without affecting the output " @@ -449,27 +679,38 @@ msgid "" "Override** and **Window Height Override** advanced project settings to " "values greater than ``0``." msgstr "" +"Um das Fenster während der Aufnahme zu verkleinern, ohne die Auflösung des " +"Ausgabevideos zu beeinflussen, können Sie die erweiterten " +"Projekteinstellungen **Anzeige > Fenster > Größe > Fensterbreite " +"überschreiben** und **Fensterhöhe überschreiben** auf Werte größer als ``0`` " +"setzen." msgid "" "To apply a resolution override only when recording a movie, you can override " "those settings with the ``movie`` :ref:`feature tag `." msgstr "" +"Um die Auflösung nur bei der Aufnahme eines Films zu überschreiben, können " +"Sie diese Einstellungen mit dem ``Movie``-:ref:`feature tag " +"` überschreiben." msgid "Post-processing steps" msgstr "Nachbearbeitungsschritte" msgid "Some common post-processing steps are listed below." -msgstr "" +msgstr "Im Folgenden sind einige gängige Nachbearbeitungsschritte aufgeführt." msgid "" "When using several post-processing steps, try to perform all of them in a " "single FFmpeg command. This will save encoding time and improve quality by " "avoiding multiple lossy encoding steps." msgstr "" +"Wenn Sie mehrere Nachbearbeitungsschritte verwenden, sollten Sie versuchen, " +"sie alle in einem einzigen FFmpeg-Befehl auszuführen. Das spart " +"Kodierungszeit und verbessert die Qualität, da mehrere verlustbehaftete " +"Kodierungsschritte vermieden werden." -#, fuzzy msgid "Converting AVI video to MP4" -msgstr "Schlüssel in Text konvertieren" +msgstr "AVI-Video in MP4 umwandeln" msgid "" "While some platforms such as YouTube support uploading the AVI file " @@ -478,6 +719,11 @@ msgid "" "are popular open source tools for this purpose. FFmpeg has a steeper " "learning curve, but it's more powerful." msgstr "" +"Während einige Plattformen wie YouTube das direkte Hochladen der AVI-Datei " +"unterstützen, ist bei vielen anderen ein vorheriger Konvertierungsschritt " +"erforderlich. `HandBrake `__ (GUI) und `FFmpeg " +"`__ (CLI) sind beliebte Open Source Tools für diesen " +"Zweck. FFmpeg hat eine steilere Lernkurve, aber es ist leistungsfähiger." msgid "" "The command below converts an AVI video to a MP4 (H.264) video with a " @@ -485,11 +731,17 @@ msgid "" "but is well-suited for platforms that will re-encode your videos to reduce " "their size (such as most video sharing websites):" msgstr "" +"Der folgende Befehl konvertiert ein AVI-Video in ein MP4 (H.264)-Video mit " +"einem Constant Rate Factor (CRF) von 15. Dies führt zu einer relativ großen " +"Datei, eignet sich aber gut für Plattformen, die Ihre Videos neu kodieren, " +"um ihre Größe zu verringern (wie die meisten Video-Sharing-Websites):" msgid "" "To get a smaller file at the cost of quality, *increase* the CRF value in " "the above command." msgstr "" +"Um eine kleinere Datei auf Kosten der Qualität zu erhalten, *erhöhen* Sie " +"den CRF-Wert im obigen Befehl." msgid "" "To get a file with a better size/quality ratio (at the cost of slower " @@ -497,14 +749,22 @@ msgid "" "command. On the contrary, ``-preset veryfast`` can be used to achieve faster " "encoding at the cost of a worse size/quality ratio." msgstr "" +"Um eine Datei mit einem besseren Verhältnis zwischen Größe und Qualität zu " +"erhalten (auf Kosten einer langsameren Kodierungszeit), fügen Sie ``-preset " +"veryslow`` vor ``-crf 15`` im obigen Befehl ein. Im Gegensatz dazu kann ``-" +"preset veryfast`` verwendet werden, um eine schnellere Kodierung auf Kosten " +"eines schlechteren Verhältnisses von Größe und Qualität zu erreichen." msgid "Converting PNG image sequence + WAV audio to a video" -msgstr "" +msgstr "PNG-Bildsequenz + WAV-Audio in ein Video umwandeln" msgid "" "If you chose to record a PNG image sequence with a WAV file beside it, you " "need to convert it to a video before you can use it elsewhere." msgstr "" +"Wenn Sie eine PNG-Bildsequenz mit einer WAV-Datei daneben aufgenommen haben, " +"müssen Sie sie in ein Video umwandeln, bevor Sie sie anderweitig verwenden " +"können." msgid "" "The filename for the PNG image sequence generated by Godot always contains 8 " @@ -513,59 +773,83 @@ msgid "" "png``, ``folder/example00000001.png``, and so on in that folder. The audio " "will be saved at ``folder/example.wav``." msgstr "" +"Der Dateiname für die von Godot erzeugte PNG-Bildsequenz enthält immer 8 " +"Ziffern, beginnend mit 0 und mit Zero-Padding. Wenn Sie einen Ausgabepfad " +"``Ordner/Beispiel.png`` angeben, wird Godot ``Ordner/Beispiel00000000.png``, " +"``Ordner/Beispiel00000001.png``, usw. in diesen Ordner schreiben. Der Sound " +"wird unter ``ordner/beispiel.wav`` gespeichert." msgid "" "The FPS is specified using the ``-r`` argument. It should match the FPS " "specified during recording. Otherwise, the video will appear to be slowed " "down or sped up, and audio will be out of sync with the video." msgstr "" +"Die FPS werden mit dem Argument ``-r`` angegeben. Sie sollte mit den FPS " +"übereinstimmen, die während der Aufnahme angegeben wurden. Andernfalls " +"erscheint das Video verlangsamt oder beschleunigt, und der Ton ist nicht mit " +"dem Video synchronisiert." msgid "" "If you recorded a PNG image sequence with transparency enabled, you need to " "use a video format that supports storing transparency. MP4/H.264 doesn't " "support storing transparency, so you can use WebM/VP9 as an alternative:" msgstr "" +"Wenn Sie eine PNG-Bildsequenz mit aktivierter Transparenz aufgenommen haben, " +"müssen Sie ein Videoformat verwenden, das die Speicherung von Transparenz " +"unterstützt. MP4/H.264 unterstützt die Speicherung von Transparenz nicht, " +"daher können Sie WebM/VP9 als Alternative verwenden:" -#, fuzzy msgid "Cutting video" -msgstr "Nodes erstellen" +msgstr "Video schneiden" msgid "" "You can trim parts of the video you don't want to keep after the video is " "recorded. For example, to discard everything before 12.1 seconds and keep " "only 5.2 seconds of video after that point:" msgstr "" +"Sie können Teile des Videos, die Sie nicht behalten möchten, nach der " +"Aufnahme des Videos zuschneiden. Zum Beispiel, um alles vor 12,1 Sekunden zu " +"verwerfen und nur 5,2 Sekunden des Videos nach diesem Punkt zu behalten:" msgid "" "Cutting videos can also be done with the GUI tool `LosslessCut `__." msgstr "" +"Das Schneiden von Videos kann auch mit dem GUI Tool `LosslessCut `__ durchgeführt werden." -#, fuzzy msgid "Resizing video" -msgstr "Größenänderung" +msgstr "Größenänderung des Videos" msgid "" "The following command resizes a video to be 1080 pixels tall (1080p), while " "preserving its existing aspect ratio:" msgstr "" +"Mit dem folgenden Befehl wird die Größe eines Videos auf eine Höhe von 1080 " +"Pixeln (1080p) geändert, wobei das bestehende Seitenverhältnis beibehalten " +"wird:" -#, fuzzy msgid "Reducing framerate" -msgstr "Hinzufügen einer Kamera" +msgstr "Reduzierung der Framerate" msgid "" "The following command changes a video's framerate to 30 FPS, dropping some " "of the original frames if there are more in the input video:" msgstr "" +"Der folgende Befehl ändert die Bildrate eines Videos auf 30 FPS, wobei " +"einige der ursprünglichen Bilder weggelassen werden, wenn das Eingangsvideo " +"mehr Bilder enthält:" msgid "Generating accumulation motion blur with FFmpeg" -msgstr "" +msgstr "Erzeugen von kumulativen Bewegungsunschärfen mit FFmpeg" msgid "" "Godot does not have built-in support for motion blur, but it can still be " "created in recorded videos." msgstr "" +"Godot verfügt nicht über eine integrierte Unterstützung für " +"Bewegungsunschärfe, aber sie kann in aufgezeichneten Videos dennoch erzeugt " +"werden." msgid "" "If you record the video at a multiple of the original framerate, you can " @@ -574,11 +858,19 @@ msgid "" "take a long time to generate since you have to render many more frames per " "second (on top of the time spent on post-processing)." msgstr "" +"Wenn Sie das Video mit einem Vielfachen der ursprünglichen Bildrate " +"aufnehmen, können Sie die Bilder überblenden und dann die Bildrate " +"reduzieren, um ein Video mit *Kumulierungsbewegungsunschärfe* zu erzeugen. " +"Diese Bewegungsunschärfe kann sehr gut aussehen, aber es kann lange dauern, " +"sie zu erzeugen, da Sie viele weitere Bilder pro Sekunde rendern müssen " +"(zusätzlich zu der Zeit, die Sie für die Nachbearbeitung benötigen)." msgid "" "Example with a 240 FPS source video, generating 4× motion blur and " "decreasing its output framerate to 60 FPS:" msgstr "" +"Beispiel mit einem Quellvideo mit 240 FPS, das eine 4fache " +"Bewegungsunschärfe erzeugt und die Ausgangsbildrate auf 60 FPS reduziert:" msgid "" "This also makes effects that converge over several frames (such as temporal " @@ -587,6 +879,11 @@ msgid "" "ref:`doc_creating_movies_reducing_framerate` if you want to get this benefit " "without adding motion blur." msgstr "" +"Dies führt auch dazu, dass Effekte, die über mehrere Frames konvergieren " +"(wie z.B. temporales Antialiasing, SDFGI und volumetrischer Nebel) schneller " +"konvergieren und daher besser aussehen, da sie mit mehr Daten in pro Zeit " +"arbeiten können. Siehe :ref:`doc_creating_movies_reducing_framerate`, wenn " +"Sie diesen Vorteil nutzen wollen, ohne Bewegungsunschärfe hinzuzufügen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po index cbbfd7535a..5e388afb4c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Cutout animation" -msgstr "Ausschnitts-Animation" +msgstr "Cutout-Animation" msgid "What is it?" msgstr "Was ist das?" @@ -34,6 +34,16 @@ msgid "" "small increments between each shot to create the illusion of movement when " "the images are played back quickly in sequence." msgstr "" +"Traditionell ist die `Cutout-Animation `__ eine Art der `Stop-Motion-Animation `__, bei der Papierstücke (oder anderes " +"dünnes Material) in spezielle Formen geschnitten und zu zweidimensionalen " +"Darstellungen von Charakteren und Objekten angeordnet werden. Die Körper der " +"Charaktere bestehen in der Regel aus mehreren Teilen. Die Teile werden " +"angeordnet und für jedes Bild des Films einmal fotografiert. Der Animateur " +"bewegt und dreht die Teile in kleinen Schritten zwischen jeder Aufnahme, um " +"die Illusion von Bewegung zu erzeugen, wenn die Bilder schnell " +"hintereinander abgespielt werden." msgid "" "Simulations of cutout animation can now be created using software as seen in " @@ -41,22 +51,29 @@ msgid "" "Never Land Pirates `__." msgstr "" +"Simulationen von Cutout-Animationen können jetzt mit Hilfe von Software " +"erstellt werden, wie in `South Park `__ und `Jake und die Nimmerland Piraten `__." msgid "" "In video games, this technique has also become popular. Examples of this are " "`Paper Mario `__ or `Rayman " "Origins `__ ." msgstr "" +"Auch in Videospielen ist diese Technik populär geworden. Beispiele dafür " +"sind `Paper Mario `__ oder " +"`Rayman Origins `__." msgid "Cutout animation in Godot" -msgstr "Ausschnitts-Animation in Godot" +msgstr "Cutout-Animation in Godot" msgid "" "Godot provides tools for working with cutout rigs, and is ideal for the " "workflow:" msgstr "" -"Godot bietet Tools für die Arbeit mit Ausschnitten und ist ideal für den " -"Arbeitsablauf:" +"Godot bietet Tools für die Arbeit mit Cutout-Rigs und ist ideal für den " +"Workflow:" msgid "" "**The animation system is fully integrated with the engine**: This means " @@ -64,6 +81,10 @@ msgid "" "sprite sizes, pivots, opacity, color modulation, and more, can all be " "animated and blended." msgstr "" +"**Das Animationssystem ist vollständig in die Engine integriert**: Das " +"bedeutet, dass Animationen viel mehr als nur die Bewegung von Objekten " +"steuern können. Texturen, Sprite-Größen, Pivotpunkte, Deckkraft, " +"Farbmodulation und vieles mehr können animiert und überblendet werden." msgid "" "**Combine animation styles**: AnimatedSprite2D allows traditional cel " @@ -73,32 +94,49 @@ msgid "" "animation can be used selectively for complex parts such as hands, feet, " "changing facial expressions, etc." msgstr "" +"**Kombinieren Sie Animationsstile**: AnimatedSprite2D ermöglicht die " +"Verwendung der traditionellen Cel-Animation neben der Cutout-Animation. Bei " +"der Cel-Animation werden für verschiedene Animations-Frames völlig " +"unterschiedliche Zeichnungen verwendet, anstatt dieselben Teile " +"unterschiedlich zu positionieren. In einer ansonsten Cutout-basierten " +"Animation kann die Cel-Animation selektiv für komplexe Teile wie Hände, " +"Füße, wechselnde Gesichtsausdrücke usw. verwendet werden." msgid "" "**Custom Shaped Elements**: Custom shapes can be created with :ref:" "`Polygon2D ` allowing UV animation, deformations, etc." msgstr "" +"**Benutzerdefinierte Form-Elemente**: Benutzerdefinierte Formen können mit :" +"ref:`Polygon2D ` erstellt werden und erlauben UV-Animation, " +"Verformungen, etc." msgid "" "**Particle Systems**: A cutout animation rig can be combined with particle " "systems. This can be useful for magic effects, jetpacks, etc." msgstr "" +"**Partikelsysteme**: Ein ausgeschnittenes Animations-Rig kann mit " +"Partikelsystemen kombiniert werden. Dies kann für magische Effekte, " +"Jetpacks, etc. nützlich sein." msgid "" "**Custom Colliders**: Set colliders and influence areas in different parts " "of the skeletons, great for bosses and fighting games." msgstr "" +"**Benutzerdefinierte Collider**: Legen Sie Collider und Einflussbereiche in " +"verschiedenen Teilen der Skelette fest, ideal für Bosse und Kampfspiele." msgid "" "**Animation Tree**: Allows complex combinations and blending between several " "animations, the same way it works in 3D." msgstr "" +"**Animationsbaum**: Ermöglicht komplexe Kombinationen und Blending zwischen " +"mehreren Animationen, wie es auch in 3D der Fall ist." msgid "And much more!" msgstr "Und vieles mehr!" msgid "Making of GBot" -msgstr "GBot erstellen" +msgstr "Die Erstellung von GBot" msgid "" "For this tutorial, we will use as demo content the pieces of the `GBot " @@ -106,56 +144,71 @@ msgid "" "v=S13FrWuBMx4&list=UUckpus81gNin1aV8WSffRKw>`__ character, created by " "Andreas Esau." msgstr "" +"Für dieses Tutorial werden wir als Demo-Inhalt die Teile des Charakters " +"`GBot `__ verwenden, die von Andreas " +"Esau erstellt wurde." msgid "" "Get your assets: `cutout_animation_assets.zip `_." msgstr "" +"Holen Sie sich die Assets: `cutout_animation_assets.zip `_." msgid "Setting up the rig" msgstr "Einrichten des Rigs" msgid "Create an empty Node2D as root of the scene, we will work under it:" msgstr "" -"Erstellen Sie einen leeren Node2D als Wurzel der Szene, um darunter zu " +"Erstellen Sie einen leeren Node2D als Root der Szene, um darunter zu " "arbeiten:" msgid "" "The first node of the model is the hip. Generally, both in 2D and 3D, the " "hip is the root of the skeleton. This makes it easier to animate:" msgstr "" +"Der erste Node des Modells ist die Hüfte. Im Allgemeinen ist die Hüfte " +"sowohl in 2D als auch in 3D der Root des Skeletts. Das macht es einfacher, " +"es zu animieren:" msgid "" "Next will be the torso. The torso needs to be a child of the hip, so create " "a child sprite and load the torso texture, later accommodate it properly:" msgstr "" +"Als nächstes kommt der Torso. Der Torso muss ein Child-Element der Hüfte " +"sein, also erstellen Sie ein Child-Sprite und laden Sie die Torso-Textur, " +"später passen Sie sie richtig an:" msgid "" "This looks good. Let's see if our hierarchy works as a skeleton by rotating " "the torso. We can do this be pressing :kbd:`E` to enter rotate mode, and " "dragging with the left mouse button. To exit rotate mode hit :kbd:`ESC`." msgstr "" +"Das sieht gut aus. Schauen wir, ob unsere Hierarchie als Skelett " +"funktioniert, indem wir den Torso rotieren. Wir können dies tun, indem wir :" +"kbd:`E` drücken, um den Rotationsmodus zu aktivieren, und mit der linken " +"Maustaste ziehen. Um den Rotationsmodus zu verlassen, drücken Sie :kbd:`ESC`." msgid "The rotation pivot is wrong and needs to be adjusted." -msgstr "Der Drehpunkt ist falsch und muss angepasst werden." +msgstr "Der Rotations-Pivotpunkt ist falsch und muss angepasst werden." -#, fuzzy msgid "" "This small cross in the middle of the :ref:`Sprite2D ` is " "the rotation pivot:" msgstr "" -"Dieses kleine Kreuz in der Mitte des :ref:`Sprite ` ist der " -"Drehpunkt:" +"Dieses kleine Kreuz in der Mitte des :ref:`Sprite2D ` ist " +"der Rotations-Pivotpunkt:" msgid "Adjusting the pivot" -msgstr "Drehpunkt einstellen" +msgstr "Anpassen des Pivotpunkts" -#, fuzzy msgid "" "The pivot can be adjusted by changing the *offset* property in the Sprite2D:" msgstr "" -"Der Drehpunkt kann durch Ändern der Eigenschaft *offset* im Sprite angepasst " +"Der Pivotpunkt kann durch Ändern der Property *offset* im Sprite2D angepasst " "werden:" msgid "" @@ -163,17 +216,27 @@ msgid "" "pivot point, press :kbd:`V` to move the pivot there for the selected " "Sprite2D. There is also a tool in the tool bar that has a similar function." msgstr "" +"Der Pivotpunkt kann auch *visuell* eingestellt werden. Während Sie den " +"Mauszeiger über den gewünschten Pivotpunkt halten, drücken Sie :kbd:`V`, um " +"den Pivotpunkt für das ausgewählte Sprite2D dorthin zu verschieben. Es gibt " +"auch ein Tool in der Toolbar, das eine ähnliche Funktion hat." msgid "" "Continue adding body pieces, starting with the right arm. Make sure to put " "each sprite in its correct place in the hierarchy, so its rotations and " "translations are relative to its parent:" msgstr "" +"Fügen Sie weitere Körperteile hinzu und beginnen Sie mit dem rechten Arm. " +"Achten Sie darauf, jedes Sprite an der richtigen Stelle in der Hierarchie zu " +"platzieren, damit seine Rotationen und Translationen relativ zu seinem " +"Parent sind:" msgid "" "With the left arm there's a problem. In 2D, child nodes appear in front of " "their parents:" msgstr "" +"Beim linken Arm gibt es ein Problem. In 2D erscheinen die Child-Nodes vor " +"ihren Parents:" msgid "" "We want the left arm to appear *behind* the hip and the torso. We could move " @@ -182,11 +245,19 @@ msgid "" "hierarchy. This means it wouldn't be affected by the movement of the torso. " "We'll fix this problem with ``RemoteTransform2D`` nodes." msgstr "" +"Wir wollen, dass der linke Arm *hinter* der Hüfte und dem Torso erscheint. " +"Wir könnten die Nodes des linken Arms hinter die Hüfte verschieben (über den " +"Node der Hüfte in der Szenenhierarchie), aber dann ist der linke Arm nicht " +"mehr an seinem richtigen Platz in der Hierarchie. Das bedeutet, daß er von " +"der Bewegung des Torsos nicht beeinflußt werden würde. Wir werden dieses " +"Problem mit ``RemoteTransform2D``-Nodes beheben." msgid "" "You can also fix depth ordering problems by adjusting the Z property of any " "node inheriting from Node2D." msgstr "" +"Sie können auch Probleme mit der Tiefenanordnung beheben, indem Sie die Z-" +"Property eines beliebigen Nodes, der von Node2D geerbt hat, anpassen." msgid "RemoteTransform2D node" msgstr "RemoteTransform2D-Node" @@ -197,11 +268,18 @@ msgid "" "(including any transformation it inherits from its parents) to the remote " "node it targets." msgstr "" +"Der :ref:`RemoteTransform2D `-Node transformiert " +"Nodes an anderer Stelle in der Hierarchie. Dieser Node wendet seine eigene " +"Transformation (einschließlich aller Transformationen, die er von seinen " +"Eltern erbt) auf den entfernten Node an, den er anvisiert." msgid "" "This allows us to correct the visibility order of our elements, " "independently of the locations of those parts in the cutout hierarchy." msgstr "" +"Auf diese Weise können wir die Sichtbarkeitsreihenfolge unserer Elemente " +"korrigieren, unabhängig von der Position dieser Teile in der Cutout-" +"Hierarchie." msgid "" "Create a ``RemoteTransform2D`` node as a child of the torso. Call it " @@ -209,24 +287,38 @@ msgid "" "call it ``remote_hand_l``. Use the ``Remote Path`` property of the two new " "nodes to target the ``arm_l`` and ``hand_l`` sprites respectively:" msgstr "" +"Erzeugen Sie einen ``RemoteTransform2D``-Node als Child des Torsos. Nennen " +"Sie ihn ``remote_arm_l``. Erzeugen Sie einen weiteren RemoteTransform2D-Node " +"innerhalb des ersten und nennen Sie ihn ``remote_hand_l``. Benutzen Sie die " +"Property ``Remote Path`` der beiden neuen Nodes, um die Sprites ``arm_l`` " +"und ``hand_l`` anzuvisieren:" msgid "" "Moving the ``RemoteTransform2D`` nodes now moves the sprites. So we can " "create animations by adjusting the ``RemoteTransform2D`` transforms:" msgstr "" +"Das Bewegen der ``RemoteTransform2D``-Nodes bewegt nun die Sprites. Wir " +"können also Animationen erzeugen, indem wir die ``RemoteTransform2D``-" +"Transformationen anpassen:" msgid "Completing the skeleton" -msgstr "Das Skelett vervollständigen" +msgstr "Vervollständigen des Skeletts" msgid "" "Complete the skeleton by following the same steps for the rest of the parts. " "The resulting scene should look similar to this:" msgstr "" +"Vervollständigen Sie das Skelett, indem Sie die gleichen Schritte für die " +"restlichen Teile ausführen. Die resultierende Szene sollte ungefähr so " +"aussehen:" msgid "" "The resulting rig will be easy to animate. By selecting the nodes and " "rotating them you can animate forward kinematics (FK) efficiently." msgstr "" +"Das resultierende Rig ist einfach zu animieren. Durch Auswahl der Nodes und " +"deren Rotation können Sie die Vorwärtskinematik (Forward Kinematics, FK) " +"effizient animieren." msgid "For simple objects and rigs this is fine, but there are limitations:" msgstr "" @@ -238,11 +330,17 @@ msgid "" "The scene tree ends up being used to select parts instead, which can be " "slower." msgstr "" +"Die Auswahl von Sprites im Haupt-Viewport kann bei komplexen Rigs schwierig " +"werden. Stattdessen wird der Szenenbaum verwendet, um Teile auszuwählen, was " +"langsamer sein kann." msgid "" "Inverse Kinematics (IK) is useful for animating extremities like hands and " "feet, and can't be used with our rig in its current state." msgstr "" +"Inverse Kinematik (IK) ist nützlich für die Animation von Extremitäten wie " +"Händen und Füßen und kann mit unserem Rig in seinem aktuellen Zustand nicht " +"verwendet werden." msgid "To solve these problems we'll use Godot's skeletons." msgstr "Um diese Probleme zu lösen, werden wir Godots Skelette benutzen." @@ -254,32 +352,44 @@ msgid "" "In Godot there is a helper to create \"bones\" between nodes. The bone-" "linked nodes are called skeletons." msgstr "" +"In Godot gibt es ein Hilfsmittel zum Erstellen von \"Knochen\" zwischen " +"Nodes. Die mit Knochen verknüpften Nodes werden als Skelette bezeichnet." msgid "" "As an example, let's turn the right arm into a skeleton. To create a " "skeleton, a chain of nodes must be selected from top to bottom:" msgstr "" +"Lassen Sie uns als Beispiel den rechten Arm in ein Skelett verwandeln. Um " +"ein Skelett zu erstellen, muss eine Kette von Nodes von oben nach unten " +"ausgewählt werden:" msgid "Then, click on the Skeleton menu and select ``Make Bones``." msgstr "" -"Klicken Sie dann auf das Menü Skelett und wählen Sie ``Knochen erzeugen``." +"Klicken Sie dann auf das Skelett-Menü und wählen Sie ``Knochen erzeugen``." msgid "This will add bones covering the arm, but the result may be surprising." msgstr "" -"Dadurch werden Knochen für den Arm hinzugefügt, aber das Ergebnis könnte " -"überraschend sein." +"Dadurch werden Knochen hinzugefügt, die den Arm verdecken, aber das Ergebnis " +"ist vielleicht unerwartet." msgid "" "Why does the hand lack a bone? In Godot, a bone connects a node with its " "parent. And there's currently no child of the hand node. With this knowledge " "let's try again." msgstr "" +"Warum fehlt der Hand ein Knochen? In Godot verbindet ein Knochen einen Node " +"mit seinem Parent. Und es gibt derzeit kein Child des Hand-Nodes. Mit diesem " +"Wissen können wir es noch einmal versuchen." msgid "" "The first step is creating an endpoint node. Any kind of node will do, but :" "ref:`Marker2D ` is preferred because it's visible in the " "editor. The endpoint node will ensure that the last bone has orientation." msgstr "" +"Der erste Schritt ist die Erstellung eines Nodes für den Endpunkt. Jede Art " +"von Node ist geeignet, aber :ref:`Marker2D ` ist besser " +"geeignet, da er im Editor sichtbar ist. Der Endpoint Node sorgt dafür, dass " +"der letzte Knochen eine Orientierung hat." msgid "" "Now select the whole chain, from the endpoint to the arm and create bones:" @@ -291,12 +401,17 @@ msgid "" "The result resembles a skeleton a lot more, and now the arm and forearm can " "be selected and animated." msgstr "" +"Das Ergebnis ähnelt nun viel mehr einem Skelett, und der Arm und der " +"Unterarm können nun ausgewählt und animiert werden." msgid "" "Create endpoints for all important extremities. Generate bones for all " "articulable parts of the cutout, with the hip as the ultimate connection " "between all of them." msgstr "" +"Erstellen Sie Endpunkte für alle wichtigen Extremitäten. Erzeugen Sie " +"Knochen für alle artikulierbaren Teile des Ausschnitts, wobei die Hüfte die " +"entscheidende Verbindung zwischen all diesen Teilen darstellt." msgid "" "You may notice that an extra bone is created when connecting the hip and " @@ -304,19 +419,29 @@ msgid "" "we don't want that. To fix this, select the root and hip node, open the " "Skeleton menu, click ``clear bones``." msgstr "" +"Sie werden feststellen, dass beim Verbinden von Hüfte und Torso ein " +"zusätzlicher Knochen erstellt wird. Godot hat den Node der Hüfte mit einem " +"Knochen mit des Szenen-Root verbunden, und das wollen wir nicht. Um dies zu " +"beheben, wählen Sie den Root- und den Hüftknoten aus, öffnen das Skeleton-" +"Menü und klicken auf ``Knochen löschen``." msgid "Your final skeleton should look something like this:" -msgstr "Ihre fertiges Skelett sollte irgendwie so aussehen:" +msgstr "Ihre fertiges Skelett sollte in etwa so aussehen:" msgid "" "You might have noticed a second set of endpoints in the hands. This will " "make sense soon." msgstr "" +"Vielleicht haben Sie eine zweite Gruppe von Endpunkten in den Händen " +"bemerkt. Dies wird gleich mehr Sinn ergeben." msgid "" "Now that the whole figure is rigged, the next step is setting up the IK " "chains. IK chains allow for more natural control of extremities." msgstr "" +"Nachdem die gesamte Figur geriggt ist, ist der nächste Schritt das " +"Einrichten der IK-Ketten. IK-Ketten ermöglichen eine natürlichere Steuerung " +"der Extremitäten." msgid "IK chains" msgstr "IK-Ketten" @@ -330,18 +455,33 @@ msgid "" "least). This would be quite complex and lead to imprecise results. IK allows " "us to move the foot directly while the shin and thigh self-adjust." msgstr "" +"IK steht für Inverse Kinematik. Es ist eine praktische Methode, um die " +"Position von Händen, Füßen und anderen Extremitäten von Rigs wie dem von uns " +"erstellten zu animieren. Stellen Sie sich vor, Sie möchten den Fuß eines " +"Charakters in einer bestimmten Position auf dem Boden positionieren. Ohne IK-" +"Ketten würde jede Bewegung des Fußes die Drehung und Positionierung mehrerer " +"anderer Knochen erfordern (zumindest des Unterschenkels und des " +"Oberschenkels). Das wäre ziemlich komplex und würde zu ungenauen Ergebnissen " +"führen. Mit IK können wir den Fuß direkt bewegen, während sich der " +"Unterschenkel und der Oberschenkel selbst einstellen." msgid "" "**IK chains in Godot currently work in the editor only**, not at runtime. " "They are intended to ease the process of setting keyframes, and are not " "currently useful for techniques like procedural animation." msgstr "" +"**IK-Ketten in Godot funktionieren derzeit nur im Editor**, nicht zur " +"Laufzeit. Sie sollen das Einrichten von Keyframes erleichtern und sind " +"derzeit nicht für Methoden wie prozedurale Animation geeignet." msgid "" "To create an IK chain, select a chain of bones from endpoint to the base for " "the chain. For example, to create an IK chain for the right leg, select the " "following:" msgstr "" +"Um eine IK-Kette zu erstellen, wählen Sie eine Kette von Knochen vom " +"Endpunkt bis zur Basis für die Kette aus. Um zum Beispiel eine IK-Kette für " +"das rechte Bein zu erstellen, wählen Sie Folgendes aus:" msgid "Then enable this chain for IK. Go to Edit > Make IK Chain." msgstr "" @@ -356,18 +496,26 @@ msgid "" "the chain (e.g. a foot), and move it. You'll see the rest of the chain " "adjust as you adjust its position." msgstr "" +"Sobald die IK-Kette eingerichtet ist, greifen Sie ein beliebiges " +"untergeordnetes Element entlang der Kette (z. B. einen Fuß) und bewegen es. " +"Sie werden sehen, dass sich der Rest der Kette anpasst, wenn Sie seine " +"Position ändern." msgid "Animation tips" -msgstr "Animationsoptionen" +msgstr "Tipps zur Animation" msgid "" "The following section will be a collection of tips for creating animation " "for your cutout rigs. For more information on how the animation system in " "Godot works, see :ref:`doc_introduction_animation`." msgstr "" +"Der folgende Abschnitt ist eine Sammlung von Tipps zur Erstellung von " +"Animationen für Ihre Cutout-Rigs. Weitere Informationen darüber, wie das " +"Animationssystem in Godot funktioniert, finden Sie unter :ref:" +"`Doc_introduction_animation`." msgid "Setting keyframes and excluding properties" -msgstr "Festlegen von Keyframes und Ausschließen von Eigenschaften" +msgstr "Festlegen von Keyframes und Ausschließen von Propertys" msgid "" "Special contextual elements appear in the top toolbar when the animation " @@ -380,12 +528,17 @@ msgid "" "The key button inserts location, rotation, and scale keyframes for the " "selected objects or bones at the current playhead position." msgstr "" +"Der Key-Button fügt Positions-, Rotations- und Skalierungs-Keyframes für die " +"ausgewählten Objekte oder Knochen an der aktuellen Abspielkopfposition ein." msgid "" "The \"loc\", \"rot\", and \"scl\" toggle buttons to the left of the key " "button modify its function, allowing you to specify which of the three " "properties keyframes will be created for." msgstr "" +"Mit den Schalter-Buttons \"loc\", \"rot\" und \"scl\" links neben dem " +"Schlüssel können Sie deren Funktion ändern und festlegen, für welche der " +"drei Propertys Keyframes erstellt werden sollen." msgid "" "Here's an illustration of how this can be useful: Imagine you have a node " @@ -396,14 +549,27 @@ msgid "" "when you add a new keyframe. This way, you can avoid adding unwanted scale " "keyframes which would disrupt the existing scale animation." msgstr "" +"Hier ist eine Illustration, wie dies nützlich sein kann: Stellen Sie sich " +"vor, Sie haben einen Node, der bereits zwei Keyframes hat, die nur seine " +"Skalierung animieren. Sie möchten demselben Node eine überlappende " +"Rotationsbewegung hinzufügen. Die Rotation soll zu einem anderen Zeitpunkt " +"beginnen und enden als die Skalierungsänderung, die bereits eingerichtet " +"ist. Mit den Schalterbuttons können Sie festlegen, dass beim Hinzufügen " +"eines neuen Keyframes nur Rotationsinformationen hinzugefügt werden. Auf " +"diese Weise können Sie vermeiden, dass unerwünschte Skalierungs-Keyframes " +"hinzugefügt werden, die eine bestehende Skalierungsanimation unterbrechen " +"würden." msgid "Creating a rest pose" -msgstr "Erstellen einer Schlafpose" +msgstr "Erstellen einer Standardpose" msgid "" "Think of a rest pose as a default pose that your cutout rig should be set to " "when no other pose is active in your game. Create a rest pose as follows:" msgstr "" +"Stellen Sie sich eine Standardpose (auch Rest-Pose) als eine Default-Pose " +"vor, auf die Ihr Cutout-Rig eingestellt werden sollte, wenn keine andere " +"Pose in Ihrem Spiel aktiv ist. Erstellen Sie eine Standardpose wie folgt:" msgid "" "1. Make sure the rig parts are positioned in what looks like a \"resting\" " @@ -413,23 +579,29 @@ msgstr "" "eine \"ruhende\" Anordnung aussehen." msgid "Create a new animation, rename it \"rest\"." -msgstr "Erstelle eine neue Animation, benenne sie um in \"rest\" (schlafen)." +msgstr "Erstellen Sie eine neue Animation und benennen Sie sie in \"rest\" um." msgid "Select all nodes in your rig (box selection should work fine)." msgstr "" -"Wählen Sie alle Nodes in Ihrem Rig aus (die Auswahl der Box sollte gut " +"Wählen Sie alle Nodes in Ihrem Rig aus (die Box-Auswahl sollte gut " "funktionieren)." msgid "" "4. Make sure the \"loc\", \"rot\", and \"scl\" toggle buttons are all active " "in the toolbar." msgstr "" +"4. Stellen Sie sicher, dass die Schalterbuttons \"loc\", \"rot\" und \"scl\" " +"in der Toolbar aktiviert sind." msgid "" "5. Press the key button. Keys will be inserted for all selected parts " "storing their current arrangement. This pose can now be recalled when " "necessary in your game by playing the \"rest\" animation you've created." msgstr "" +"5. Drücken Sie die Schlüssel-Button. Keys werden für alle ausgewählten Teile " +"eingefügt und ihre aktuelle Anordnung gespeichert. Diese Pose kann nun bei " +"Bedarf in Ihrem Spiel abgerufen werden, indem Sie die von Ihnen erstellte " +"\"rest\"-Animation abspielen." msgid "Modifying rotation only" msgstr "Nur Rotation ändern" @@ -438,11 +610,15 @@ msgid "" "When animating a cutout rig, often it's only the rotation of the nodes that " "needs to change. Location and scale are rarely used." msgstr "" +"Bei der Animation eines Cutout-Rigs muss oft nur die Rotation der Nodes " +"geändert werden. Position und Skalierung werden nur selten verwendet." msgid "" "So when inserting keys, you might find it convenient to have only the " "\"rot\" toggle active most of the time:" msgstr "" +"Beim Einfügen von Keys kann es also sinnvoll sein, die meiste Zeit nur den " +"\"rot\"-Schalter zu aktivieren:" msgid "" "This will avoid the creation of unwanted animation tracks for position and " @@ -452,16 +628,20 @@ msgstr "" "Skalierung vermieden." msgid "Keyframing IK chains" -msgstr "Keyframing IK-Ketten" +msgstr "Keyframing von IK-Ketten" msgid "" "When editing IK chains, it's not necessary to select the whole chain to add " "keyframes. Selecting the endpoint of the chain and inserting a keyframe will " "automatically insert keyframes for all other parts of the chain too." msgstr "" +"Wenn Sie IK-Ketten bearbeiten, müssen Sie nicht die gesamte Kette auswählen, " +"um Keyframes hinzuzufügen. Wenn Sie den Endpunkt der Kette auswählen und " +"einen Keyframe einfügen, werden automatisch auch für alle anderen Teile der " +"Kette Keyframes eingefügt." msgid "Visually move a sprite behind its parent" -msgstr "Verschiebt ein Sprite visuell hinter dem übergeordneten Element" +msgstr "Ein Sprite visuell hinter seinen Parent verschieben" msgid "" "Sometimes it is necessary to have a node change its visual depth relative to " @@ -470,6 +650,12 @@ msgid "" "him. During this animation the whole arm and the object in his hand would " "need to change their visual depth relative to the body of the character." msgstr "" +"Manchmal ist es notwendig, dass ein Node während einer Animation seine " +"visuelle Tiefe relativ zu seinem Parent-Node ändert. Stellen Sie sich eine " +"Figur vor, die der Kamera zugewandt ist und etwas hinter ihrem Rücken " +"hervorzieht und es vor sich hält. Während dieser Animation müssten der " +"gesamte Arm und das Objekt in seiner Hand ihre visuelle Tiefe relativ zum " +"Körper der Figur ändern." msgid "" "To help with this there's a keyframable \"Behind Parent\" property on all " @@ -478,17 +664,21 @@ msgid "" "Parent\" and/or RemoteTransform2D nodes. They provide overlapping " "functionality." msgstr "" +"Zu diesem Zweck gibt es eine keyframe-abhängige \"Hinter Parent\"-Property " +"für alle von Node2D erbenden Nodes. Überlegen Sie sich bei der Planung Ihres " +"Rigs, welche Bewegungen es ausführen soll, und überlegen Sie sich, wie Sie " +"\"Hinter Parent\"- und/oder RemoteTransform2D-Nodes verwenden werden. Sie " +"bieten überlappende Funktionen." msgid "Setting easing curves for multiple keys" -msgstr "Festlegen von Beschleunigungskurven für mehrere Tasten" +msgstr "Festlegen von Easing-Kurven für mehrere Tasten" msgid "To apply the same easing curve to multiple keyframes at once:" msgstr "" -"So wenden Sie dieselbe Beschleunigungskurve auf mehrere Keyframes " -"gleichzeitig an:" +"Um dieselbe Easing-Kurve auf mehrere Keyframes gleichzeitig anzuwenden:" msgid "Select the relevant keys." -msgstr "Wählen Sie die entsprechenden Schlüssel aus." +msgstr "Wählen Sie die entsprechenden Keys aus." msgid "" "Click on the pencil icon in the bottom right of the animation panel. This " @@ -509,6 +699,9 @@ msgid "" "to deform organically (e.g. antennae that wobble as an insect character " "walks)." msgstr "" +"Skelettverformung kann verwendet werden, um ein Cutout-Rig zu erweitern, so " +"dass sich einzelne Teile organisch verformen können (z. B. Fühler, die " +"wackeln, wenn eine Insektenfigur läuft)." msgid "" "This process is described in a :ref:`separate tutorial `." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po index 2571d148f1..a4d445c475 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,21 +20,19 @@ msgstr "" msgid "Animation" msgstr "Animation" -#, fuzzy msgid "" "This section of the tutorial covers using the two animation nodes in Godot " "and the animation editor." msgstr "" -"Klicken Sie auf das Stiftsymbol unten rechts im Animationsfenster, um den " -"Übergangseditor zu öffnen." +"Dieser Abschnitt des Tutorials behandelt die Verwendung der beiden " +"Animations-Nodes in Godot, und den Animations-Editor." -#, fuzzy msgid "" "See :ref:`doc_importing_3d_scenes` for information on importing animations " "from a 3D model." msgstr "" -"Weitere Informationen zum Importieren und Testen von Übersetzungen in Godot " -"finden Sie unter :ref:`doc_internationalizing_games`." +"Siehe :ref:`doc_importing_3d_scenes` für Informationen zum Importieren von " +"Animationen aus einem 3D-Modell." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po index 598fd305a9..e5cb48d354 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,30 +28,27 @@ msgstr "" "erstellen - von ganz einfachen bis hin zu recht komplexen Abläufen." msgid "In this guide you learn to:" -msgstr "In dieser Einführung lernst Du:" +msgstr "In dieser Einführung lernen Sie:" msgid "Work with the Animation Panel" msgstr "mit dem Animationspanel zu arbeiten" msgid "Animate any property of any node" -msgstr "Eigenschaften eines beliebigen Nodes zu animieren" +msgstr "Propertys eines beliebigen Nodes zu animieren" msgid "Create a simple animation" msgstr "eine simple Animation zu erstellen" -#, fuzzy msgid "" "In Godot, you can animate anything available in the Inspector, such as Node " "transforms, sprites, UI elements, particles, visibility and color of " "materials, and so on. You can also modify values of script variables and " "even call functions." msgstr "" -"In Godot können Sie jeden Wert im Inspektor animieren. Eine Animation " -"entsteht, indem der Wert oder Zustand einer Eigenschaft zeitabhängig " -"verändert wird. So lässt sich alles Mögliche animieren: Sprites, UI-" -"Elemente, Partikel, die Sichtbarkeit sowie Texturfarben. Aber nicht nur: Sie " -"können jede Funktion eines Skripts aus dem AnimationPlayer aufrufen und so " -"den weiteren Spielverlauf steuern." +"In Godot können Sie alles animieren, was im Inspektor verfügbar ist, z. B. " +"Node-Transformationen, Sprites, UI-Elemente, Partikel, Sichtbarkeit und " +"Farbe von Materialien usw. Sie können auch Werte von Skriptvariablen ändern " +"und sogar Funktionen aufrufen." msgid "Create an AnimationPlayer node" msgstr "Einen AnimationPlayer-Node anlegen" @@ -63,89 +60,91 @@ msgstr "" "Um die Tools zur Animation zu verwenden, benötigen wir zunächst einen :ref:" "`class_AnimationPlayer`-Node." -#, fuzzy msgid "" "The AnimationPlayer node type is the data container for your animations. One " "AnimationPlayer node can hold multiple animations, which can automatically " "transition to one another." msgstr "" -"Der AnimationPlayer-Node dient als Container für Animationsabfolgen. Es " -"können mehrere Animationen in einem AnimationPlayer-Node enthalten sein, " -"sodass es einen automatischen Übergang von der einen zur anderen gibt." +"Der AnimationPlayer-Node ist der Datencontainer für Ihre Animationen. Ein " +"AnimationPlayer Node kann mehrere Animationen enthalten, die automatisch " +"ineinander übergehen können." msgid "The AnimationPlayer node" msgstr "Der AnimationPlayer-Node" -#, fuzzy msgid "" "After you create an AnimationPlayer node, click on it to open the Animation " "Panel at the bottom of the viewport." msgstr "" -"Klicken Sie nach dem Erstellen auf den AnimationPlayer-Node im Node-Tab, um " -"das Animationspanel im Ansichtsbereich unten zu öffnen." +"Nachdem Sie einen AnimationPlayer Node erstellt haben, klicken Sie darauf, " +"um das Animationspanel am unteren Rand des Viewports zu öffnen." msgid "The animation panel position" -msgstr "Das Animationspanel in der Bodenleiste" +msgstr "Die Position des Animationspanels" -#, fuzzy msgid "The animation panel consists of four parts:" -msgstr "Es besteht aus vier Bereichen:" +msgstr "Das Animationspanel besteht aus vier Teilen:" msgid "The animation panel" msgstr "Das Animationspanel" msgid "Animation controls (i.e. add, load, save, and delete animations)" msgstr "" -"Bedienfelder zur Organisation von Animationen (d.h. hinzufügen, laden, " -"speichern und löschen von Animationen)" +"Steuerelemente zur Organisation von Animationen (d.h. Hinzufügen, Laden, " +"Speichern und Löschen von Animationen)" msgid "The tracks listing" -msgstr "die Liste der Animationsspuren" +msgstr "Die Liste der Animations-Tracks" msgid "The timeline with keyframes" -msgstr "die Zeitleiste mit angelegten Schlüsselbildern (Keyframes)" +msgstr "Die Zeitleiste mit Keyframes" -#, fuzzy msgid "" "The timeline and track controls, where you can zoom the timeline and edit " "tracks, for example." msgstr "" -"die Bedienfelder zur Verkleinerung/Vergrößerung der Zeitleiste sowie " -"Bearbeitung der Spuren." +"Die Steuerelemente für die Zeitleiste und die Tracks, mit denen Sie z. B. " +"die Zeitleiste zoomen und Tracks bearbeiten können." msgid "Computer animation relies on keyframes" msgstr "Computeranimation basiert auf Keyframes" -#, fuzzy msgid "A keyframe defines the value of a property at a point in time." msgstr "" -"Ein Keyframe definiert den Wert einer Eigenschaft zu einem bestimmten " -"Zeitpunkt." +"Ein Keyframe definiert den Wert einer Property zu einem bestimmten Zeitpunkt." msgid "" "Diamond shapes represent keyframes in the timeline. A line between two " "keyframes indicates that the value doesn't change between them." msgstr "" +"Rauten stellen Keyframes in der Zeitleiste dar. Eine Linie zwischen zwei " +"Keyframes zeigt an, dass sich der Wert zwischen ihnen nicht ändert." msgid "Keyframes in Godot" -msgstr "Schlüsselframes in Godot" +msgstr "Keyframes in Godot" msgid "" "You set values of a node's properties and create animation keyframes for " "them. When the animation runs, the engine will interpolate the values " "between the keyframes, resulting in them gradually changing over time." msgstr "" +"Sie legen Werte für die Propertys eines Nodes fest und erstellen Animations-" +"Keyframes für sie. Wenn die Animation läuft, interpoliert die Engine die " +"Werte zwischen den Keyframes, so dass sie sich im Laufe der Zeit allmählich " +"ändern." msgid "Two keyframes are all it takes to obtain a smooth motion" -msgstr "Zwei Keyframes genügen, um eine reibungslose Bewegung zu erreichen" +msgstr "Zwei Keyframes genügen, um eine flüssige Bewegung zu erreichen" msgid "" "The timeline defines how long the animation will take. You can insert " "keyframes at various points, and change their timing." msgstr "" +"Die Zeitleiste legt fest, wie lange die Animation dauern soll. Sie können an " +"verschiedenen Stellen Keyframes einfügen und ihr Timing ändern." msgid "The timeline in the animation panel" -msgstr "Die Zeitleiste im Animationsfenster" +msgstr "Die Zeitleiste im Animationspanel" msgid "" "Each line in the Animation Panel is an animation track that references a " @@ -153,40 +152,43 @@ msgid "" "and its affected property. For example, the position track in the " "illustration refers to the ``position`` property of the Sprite2D node." msgstr "" +"Jede Zeile im Animationspanel ist ein Animations-Track, der auf eine " +"Normalen- oder Transform-Property eines Nodes verweist. Jeder Track " +"speichert einen Pfad zu einem Node und seiner betroffenen Property. Der " +"Positions-Track in der Abbildung bezieht sich zum Beispiel auf die Property " +"``Position`` des Sprite2D-Nodes." msgid "Example of Normal animation tracks" -msgstr "Beispiel für normale Animationsspuren" +msgstr "Beispiel für Normalen-Animations-Tracks" -#, fuzzy msgid "" "If you animate the wrong property, you can edit a track's path at any time " "by double-clicking on it and typing the new path. Play the animation using " "the \"Play from beginning\" button |Play from beginning| (or pressing :kbd:" "`Shift + D` on keyboard) to see the changes instantly." msgstr "" -"Wenn Sie die falsche Eigenschaft animieren, können Sie den Pfad einer Spur " -"jederzeit bearbeiten. Doppelklicken Sie darauf und geben Sie den neuen Pfad " -"ein. Spielen Sie die Animation mit der Schaltfläche \"Von Anfang an " -"abspielen\" ab (oder drücken Sie :kbd:`Shift + D` auf der Tastatur), um die " -"Änderungen sofort zu sehen." +"Wenn Sie die falsche Property animieren, können Sie den Pfad eines Tracks " +"jederzeit bearbeiten, indem Sie auf ihn doppelklicken und den neuen Pfad " +"eingeben. Spielen Sie die Animation mit dem \"Von Anfang an abspielen\"-" +"Button |Play from beginning| ab (oder drücken Sie :kbd:`Umschalt + D` auf " +"der Tastatur), um die Änderungen sofort zu sehen." -#, fuzzy msgid "Play from beginning" -msgstr "Wegbewegen vom Ursprung" +msgstr "Von Anfang an abspielen" msgid "Tutorial: Creating a simple animation" msgstr "Anleitung: Erstellen einer einfachen Animation" msgid "Scene setup" -msgstr "Eine Szene einrichten" +msgstr "Einrichten einer Szene" msgid "" "For this tutorial, we'll create a Sprite node with an AnimationPlayer as its " "child. We will animate the sprite to move between two points on the screen." msgstr "" -"In diesem Tutorial erstellen wir ein Sprite-Node mit einem AnimationPlayer " -"als dessen Kind. Wir werden das Sprite animieren und es soll sich zwischen " -"zwei Punkten auf dem Bildschirm zu bewegen." +"In diesem Tutorial erstellen wir einen Sprite-Node mit einem AnimationPlayer " +"als dessen Child-Node. Wir werden das Sprite so animieren, dass es sich " +"zwischen zwei Punkten auf dem Bildschirm bewegt." msgid "Our scene setup" msgstr "Unser Szenenaufbau" @@ -196,36 +198,38 @@ msgid "" "that the child nodes will not inherit the transform from the parent nodes " "due to a bare Node being present in the hierarchy." msgstr "" +"AnimationPlayer erbt von Node anstelle von Node2D oder Node3D, was bedeutet, " +"dass die Child-Nodes die Transformation nicht von den übergeordneten Knoten " +"erben, da in der Hierarchie nur ein Node vorhanden ist." -#, fuzzy msgid "" "Therefore, it is not recommended to add nodes that have a 2D/3D transform as " "a child of an AnimationPlayer node." msgstr "" "Daher ist es nicht empfehlenswert, Nodes, die eine 2D/3D-Transformation " -"haben, als untergeordnetes Element eines AnimationPlayer-Knotens " -"hinzuzufügen." +"haben, als Child-Node eines AnimationPlayer-Nodes hinzuzufügen." msgid "" "The sprite holds an image texture. For this tutorial, select the Sprite2D " "node, click Texture in the Inspector, and then click Load. Select the " "default Godot icon for the sprite's texture." msgstr "" +"Das Sprite enthält eine Bildtextur. Wählen Sie für dieses Tutorial den " +"Sprite2D-Node, klicken Sie im Inspektor auf Textur und dann auf Laden. " +"Wählen Sie das Standard-Godot-Symbol für die Textur des Sprites." -#, fuzzy msgid "Adding an animation" -msgstr "Fügen Sie eine neue Animation hinzu" +msgstr "Hinzufügen einer Animation" -#, fuzzy msgid "" "Select the AnimationPlayer node and click the \"Animation\" button in the " "animation editor. From the list, select \"New\" (|Add Animation|) to add a " "new animation. Enter a name for the animation in the dialog box." msgstr "" -"Wählen Sie den ``AnimationPlayer`` und klicken Sie auf die Schaltfläche " -"\"Animation\", gefolgt von \"Neu\". Nennen Sie die neue Animation \"walk\". " -"Stellen Sie die Animationslänge auf ``0.6`` ein und klicken Sie auf die " -"Schaltfläche \"Loop\", damit sich unsere Animation wiederholt." +"Wählen Sie den AnimationPlayer-Node und klicken Sie im Animationseditor auf " +"\"Animation\"-Button. Wählen Sie in der Liste \"Neu\" (|Add Animation|), um " +"eine neue Animation hinzuzufügen. Geben Sie im Dialogfeld einen Namen für " +"die Animation ein." msgid "Add Animation" msgstr "Animation hinzufügen" @@ -233,9 +237,8 @@ msgstr "Animation hinzufügen" msgid "Add a new animation" msgstr "Fügen Sie eine neue Animation hinzu" -#, fuzzy msgid "Manage an animation libraries" -msgstr "Elemente verwalten und importieren" +msgstr "Verwalten einer Animationsbibliothek" msgid "" "For reusability, the animation is registered in a list in the animation " @@ -243,31 +246,36 @@ msgid "" "specifying any particular settings, the animation will be registered in the " "[Global] animation library that AnimationPlayer has by default." msgstr "" +"Um die Wiederverwendbarkeit zu gewährleisten, wird die Animation in einer " +"Liste in der Ressource Animationsbibliothek registriert. Wenn Sie eine " +"Animation zu AnimationPlayer hinzufügen, ohne bestimmte Einstellungen " +"festzulegen, wird die Animation in der [Globalen] Animationsbibliothek " +"registriert, die AnimationPlayer standardmäßig besitzt." -#, fuzzy msgid "Manage animations" -msgstr "Die Animation" +msgstr "Verwalten von Animationen" msgid "" "If there are multiple animation libraries and you try to add an animation, a " "dialog box will appear with options." msgstr "" +"Wenn mehrere Animationsbibliotheken vorhanden sind und Sie versuchen, eine " +"Animation hinzuzufügen, wird ein Dialogfeld mit Optionen angezeigt." -#, fuzzy msgid "Add a new animation with library option" -msgstr "Fügen Sie eine neue Animation hinzu" +msgstr "Eine neue Animation mit der Bibliothek-Option hinzufügen" msgid "Adding a track" -msgstr "Hinzufügen einer Spur" +msgstr "Hinzufügen eines Tracks" msgid "" "To add a new track for our sprite, select it and take a look at the toolbar:" msgstr "" -"Um eine neue Spur für unser Sprite hinzuzufügen, wählen Sie sie aus und " -"sehen Sie in der Toolbar nach:" +"Um einen neuen Track für unser Sprite hinzuzufügen, wählen Sie es aus und " +"werfen Sie einen Blick auf die Toolbar:" msgid "Convenience buttons" -msgstr "Komfortable Buttons" +msgstr "Komfort-Buttons" msgid "" "These switches and buttons allow you to add keyframes for the selected " @@ -276,51 +284,50 @@ msgid "" "selected switches are blue." msgstr "" "Mit diesen Schaltern und Buttons können Sie Keyframes für die Position, " -"Rotation und Skalierung des ausgewählten Nodes hinzufügen." +"Rotation und Skalierung des ausgewählten Nodes hinzufügen. Da wir nur die " +"Position des Sprites animieren wollen, stellen Sie sicher, dass nur der " +"Positions-Schalter ausgewählt ist. Die ausgewählten Schalter sind blau." -#, fuzzy msgid "" "Click on the key button to create the first keyframe. Since we don't have a " "track set up for the Position property yet, Godot will offer to create it " "for us. Click **Create**." msgstr "" -"Da wir noch keine Spur für die Transformation/Lokation-Eigenschaft " -"eingerichtet haben, fragt Godot, ob er es für uns einrichten soll. Klicken " -"Sie auf **Erstellen**." +"Klicken Sie auf den Schlüssel-Button, um den ersten Keyframe zu erstellen. " +"Da wir noch keinen Track für die Property Position eingerichtet haben, " +"bietet Godot an, diesen für uns zu erstellen. Klicken Sie auf **Erstellen**." -#, fuzzy msgid "" "Godot will create a new track and insert our first keyframe at the beginning " "of the timeline:" msgstr "" -"Dadurch entsteht eine neuer Spur und unser erster Keyframe am Anfang der " -"Zeitachse:" +"Godot erstellt einen neuen Track und fügt unseren ersten Keyframe am Anfang " +"der Zeitleiste ein:" msgid "The sprite track" -msgstr "Die Sprite-Spur" +msgstr "Der Sprite-Track" msgid "The second keyframe" msgstr "Der zweite Keyframe" -#, fuzzy msgid "" "We need to set our sprite's end location and how long it will take for it to " "get there." msgstr "" -"Jetzt müssen wir das Ziel festlegen, wohin unser Sprite gehen soll und wie " -"lange es dauert, bis es dort ankommt." +"Wir müssen die Endposition unseres Sprites festlegen und wie lange es " +"braucht, um dorthin zu gelangen." -#, fuzzy msgid "" "Let's say we want it to take two seconds to move between the points. By " "default, the animation is set to last only one second, so change the " "animation length to 2 in the controls on the right side of the animation " "panel's timeline header." msgstr "" -"Nehmen wir an wir möchten, dass es 2 Sekunden dauert, um zum anderen Punkt " -"zu kommen. Standardmäßig dauert die Animation nur 1 Sekunde. Ändern Sie dies " -"in den Steuerelementen der Zeitleiste im unteren Bereich des " -"Animationsfensters auf 2." +"Angenommen, wir möchten, dass die Bewegung zwischen den Punkten zwei " +"Sekunden dauert. Standardmäßig ist die Animation so eingestellt, dass sie " +"nur eine Sekunde dauert. Ändern Sie daher die Animationslänge in den " +"Steuerelementen auf der rechten Seite der Kopfzeile der Zeitleiste des " +"Animationspanels auf 2." msgid "Animation length" msgstr "Animationslänge" @@ -329,25 +336,27 @@ msgid "" "Now, move the sprite right, to its final position. You can use the *Move " "tool* in the toolbar or set the *Position*'s X value in the *Inspector*." msgstr "" +"Bewegen Sie nun das Sprite nach rechts, an seine endgültige Position. Sie " +"können das *Verschieben-Werkzeug* in der Toolbar verwenden oder den X-Wert " +"der *Position* im *Inspektor* einstellen." -#, fuzzy msgid "" "Click on the timeline header near the two-second mark in the animation panel " "and then click the key button in the toolbar to create the second keyframe." msgstr "" -"Klicken Sie auf die Kopfzeile der Zeitleiste in der Nähe der 2-Sekunden-" -"Marke und bewegen Sie das Sprite zum Zielort auf der rechten Seite." +"Klicken Sie auf die Kopfzeile der Zeitleiste in der Nähe der Zwei-Sekunden-" +"Marke im Animationspanel und klicken Sie dann auf die Schlüssel-Button in " +"der Symbolleiste, um den zweiten Keyframe zu erstellen." msgid "Run the animation" msgstr "Die Animation starten" msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." msgstr "" -"Klicken Sie auf die Schaltfläche \"Von Anfang an spielen\" (|Play from " -"beginning|)." +"Klicken Sie auf den \"Von Anfang an spielen\" (|Play from beginning|)-Button." msgid "Yay! Our animation runs:" -msgstr "JA! Unsere Animation läuft:" +msgstr "Hurra! Unsere Animation läuft:" msgid "The animation" msgstr "Die Animation" @@ -360,49 +369,52 @@ msgid "" "Animation Looping is set but there's no keyframe specified at the end of the " "animation, the first keyframe is also the last." msgstr "" +"Godot hat eine interessante Funktion, die wir in Animationen verwenden " +"können. Wenn Animations-Looping eingestellt ist, aber kein Keyframe am Ende " +"der Animation angegeben ist, ist der erste Keyframe auch der letzte." msgid "" "This means we can extend the animation length to four seconds now, and Godot " "will also calculate the frames from the last keyframe to the first, moving " "our sprite back and forth." msgstr "" +"Das bedeutet, dass wir die Animationslänge jetzt auf vier Sekunden " +"verlängern können, und Godot wird auch die Frames vom letzten Keyframe bis " +"zum ersten berechnen und unser Sprite hin und her bewegen." msgid "Animation loop" -msgstr "Animationsschleife" +msgstr "Animations-Looping" -#, fuzzy msgid "" "You can change this behavior by changing the track's loop mode. This is " "covered in the next chapter." msgstr "" -"Wenn Sie jetzt die Animationslänge auf 4 Sekunden einstellen, bewegt sich " -"die Animation vor und zurück. Sie können dieses Verhalten ändern, wenn Sie " -"den Schleifenmodus der Spur ändern. Dies wird im nächsten Kapitel behandelt." +"Sie können dieses Verhalten ändern, indem Sie den Loop-Modus der Spur " +"ändern. Dies wird im nächsten Kapitel behandelt." msgid "Track settings" -msgstr "Spur-Einstellungen" +msgstr "Track-Einstellungen" -#, fuzzy msgid "" "Each track has a settings panel at the end, where you can set its update " "mode, track interpolation, and loop mode." msgstr "" -"Jede Spur verfügt über ein Einstellungsfenster am Ende, in dem Sie den " -"Aktualisierungsmodus, die Spurinterpolation und den Schleifenmodus festlegen " +"Jeder Track hat am Ende ein Einstellungs-Panel, in dem Sie den " +"Aktualisierungsmodus, die Track-Interpolation und den Loop-Modus einstellen " "können." msgid "" "The update mode of a track tells Godot when to update the property values. " "This can be:" msgstr "" -"Der Aktualisierungsmodus einer Spur teilt Godot mit, wann die " -"Eigenschaftswerte aktualisiert werden sollen. Dies kann sein:" +"Der Aktualisierungsmodus eines Tracks teilt Godot mit, wann die Propertys " +"aktualisiert werden sollen. Dies kann sein:" msgid "**Continuous:** Update the property on each frame" -msgstr "**Kontinuierlich:** Aktualisieren Sie die Eigenschaft bei jedem Bild" +msgstr "**Kontinuierlich:** Aktualisiert die Eigenschaft bei jedem Bild" msgid "**Discrete:** Only update the property on keyframes" -msgstr "**Diskret:** Aktualisieren Sie die Eigenschaft nur bei Keyframes" +msgstr "**Diskret:** Aktualisiert die Eigenschaft nur bei Keyframes" msgid "" "**Capture:** if the first keyframe's time is greater than ``0.0``, the " @@ -410,106 +422,115 @@ msgid "" "the first animation key. For example, you could use the Capture mode to move " "a node that's located anywhere to a specific location." msgstr "" +"**Capture:** Wenn die Zeit des ersten Keyframes größer als ``0.0`` ist, wird " +"der aktuelle Wert der Property gespeichert und mit dem ersten Animations-Key " +"überblendet. Sie können den Capture-Modus zum Beispiel verwenden, um einen " +"Node, der sich an einer beliebigen Stelle befindet, an einen bestimmten Ort " +"zu verschieben." msgid "Track mode" -msgstr "Spur-Modus" +msgstr "Track-Modus" -#, fuzzy msgid "" "You will usually use \"Continuous\" mode. The other types are used to script " "complex animations." msgstr "" -"In normalen Animationen verwenden Sie normalerweise \"Fortlaufend\". Die " -"anderen Typen werden verwendet, um komplexe Animationen zu skripten." +"In der Regel werden Sie den Modus \"Kontinuierlich\" verwenden. Die anderen " +"Typen werden verwendet, um komplexe Animationen zu erstellen." -#, fuzzy msgid "" "Track interpolation tells Godot how to calculate the frame values between " "keyframes. These interpolation modes are supported:" msgstr "" -"Die Interpolation sagt Godot, wie die Frame-Werte zwischen den Keyframes " -"berechnet werden sollen. Diese Interpolationsmodi werden unterstützt:" +"Die Track-Interpolation teilt Godot mit, wie die Frame-Werte zwischen den " +"Keyframes berechnet werden sollen. Diese Interpolationsmodi werden " +"unterstützt:" msgid "Nearest: Set the nearest keyframe value" -msgstr "Nächstgelegene: Legen Sie den nächsten Keyframe-Wert fest" +msgstr "Nearest: Legt den nächsten Keyframe-Wert fest" msgid "" "Linear: Set the value based on a linear function calculation between the two " "keyframes" msgstr "" -"Linear: Legen Sie den Wert basierend auf einer linearen Funktionsberechnung " +"Linear: Legt den Wert basierend auf einer linearen Funktionsberechnung " "zwischen den beiden Keyframes fest" msgid "" "Cubic: Set the value based on a cubic function calculation between the two " "keyframes" msgstr "" -"Kubisch: Legen Sie den Wert basierend auf einer Berechnung der kubischen " -"Funktion zwischen den beiden Keyframes fest" +"Kubisch: Legt den Wert basierend auf einer Berechnung der kubischen Funktion " +"zwischen den beiden Keyframes fest" msgid "" "Linear Angle (Only appears in rotation property): Linear mode with shortest " "path rotation" msgstr "" +"Linearer Winkel (erscheint nur in der Property Rotation): Linearer Modus mit " +"Rotation auf kürzestem Weg" msgid "" "Cubic Angle (Only appears in rotation property): Cubic mode with shortest " "path rotation" msgstr "" +"Kubischer Winkel (erscheint nur in der Property Rotation): Kubischer Modus " +"mit Drehung auf kürzestem Weg" msgid "Track interpolation" -msgstr "Spur-Interpolation" +msgstr "Track-Interpolation" -#, fuzzy msgid "" "With Cubic interpolation, animation is slower at keyframes and faster " "between them, which leads to more natural movement. Cubic interpolation is " "commonly used for character animation. Linear interpolation animates changes " "at a fixed pace, resulting in a more robotic effect." msgstr "" -"Die kubische Interpolation führt zu einer natürlicheren Bewegung, wobei die " -"Animation bei einem Keyframe langsamer und zwischen den Keyframes schneller " -"ist. Dies wird normalerweise für Charakteranimation verwendet. Die lineare " -"Interpolation führt zu einer eher roboterhaften Bewegung." +"Bei der kubischen Interpolation ist die Animation an Keyframes langsamer und " +"zwischen den Keyframes schneller, was zu einer natürlicheren Bewegung führt. " +"Kubische Interpolation wird häufig für die Animation von Charakteren " +"verwendet. Bei der linearen Interpolation werden Änderungen in einem festen " +"Tempo animiert, was zu einem eher roboterhaften Effekt führt." -#, fuzzy msgid "" "Godot supports two loop modes, which affect the animation when it's set to " "loop:" msgstr "" -"Godot unterstützt zwei Schleifenmodi, die sich auf die Animation auswirken, " -"wenn sie auf Schleife eingestellt ist:" +"Godot unterstützt zwei Loop-Modi, die sich auf die Animation auswirken, wenn " +"sie auf Looping eingestellt ist:" msgid "Loop modes" -msgstr "Schleifenmodi" +msgstr "Loop-Modi" msgid "" "Clamp loop interpolation: When this is selected, the animation stops after " "the last keyframe for this track. When the first keyframe is reached again, " "the animation will reset to its values." msgstr "" -"Klemmschleifen-Interpolation: Wenn dies ausgewählt ist, stoppt die Animation " -"nach dem letzten Keyframe für diese Spur. Wenn das erste Keyframe wieder " -"erreicht wird, wird die Animation auf ihre Werte zurückgesetzt." +"Clamp-Loop-Interpolation: Wenn diese Option ausgewählt ist, wird die " +"Animation nach dem letzten Keyframe für diesen Track angehalten. Wenn der " +"erste Keyframe wieder erreicht wird, wird die Animation auf ihre Werte " +"zurückgesetzt." msgid "" "Wrap loop interpolation: When this is selected, Godot calculates the " "animation after the last keyframe to reach the values of the first keyframe " "again." msgstr "" -"Wrap-Loop-Interpolation: Wenn diese Option ausgewählt ist, berechnet Godot " -"die Animation nach dem letzten Keyframe, um wieder die Werte des ersten " -"Keyframes zu erreichen." +"Wiederhol-Loop-Interpolation: Wenn dies ausgewählt ist, berechnet Godot die " +"Animation nach dem letzten Keyframe, um die Werte des ersten Keyframes " +"wieder zu erreichen." msgid "Keyframes for other properties" -msgstr "Keyframes für andere Eigenschaften" +msgstr "Keyframes für andere Propertys" msgid "" "Godot's animation system isn't restricted to position, rotation, and scale. " "You can animate any property." msgstr "" +"Godots Animationssystem ist nicht auf Position, Rotation und Skalierung " +"beschränkt. Sie können jede Property animieren." -#, fuzzy msgid "" "If you select your sprite while the animation panel is visible, Godot will " "display a small keyframe button in the *Inspector* for each of the sprite's " @@ -517,9 +538,9 @@ msgid "" "current animation." msgstr "" "Wenn Sie Ihr Sprite auswählen, während das Animationspanel sichtbar ist, " -"erhalten Sie einen kleinen Keyframe-Button für alle Eigenschaften des " -"Sprites. Wenn Sie auf diese Schaltfläche klicken, fügt Godot automatisch " -"eine Spur und ein Keyframe zur aktuellen Animation hinzu." +"zeigt Godot einen kleinen Keyframe-Button im *Inspektor* für jede Property " +"des Sprites an. Klicken Sie auf einen dieser Buttons, um einen Track und " +"Keyframe zur aktuellen Animation hinzuzufügen." msgid "Edit keyframes" msgstr "Keyframes bearbeiten" @@ -528,20 +549,21 @@ msgid "" "You can click on a keyframe in the animation timeline to display and edit " "its value in the *Inspector*." msgstr "" +"Sie können auf einen Keyframe in der Animationszeitleiste klicken, um seinen " +"Wert im *Inspektor* anzuzeigen und zu bearbeiten." msgid "Keyframe editor editing a key" -msgstr "Keyframe-Editor zum Bearbeiten eines Schlüssels" +msgstr "Keyframe-Editor zum Bearbeiten eines Keys" -#, fuzzy msgid "" "You can also edit the easing value for a keyframe here by clicking and " "dragging its easing curve. This tells Godot how to interpolate the animated " "property when it reaches this keyframe." msgstr "" -"Darüber hinaus können Sie den Beschleunigungswert für diesen Keyframe " -"bearbeiten, indem Sie auf die Beschleunigungseinstellung klicken und sie " -"ziehen. Dies teilt Godot mit, wie die Eigenschaftswerte geändert werden " -"sollen, wenn dieser Keyframe erreicht wird." +"Sie können hier auch den Easing-Wert für einen Keyframe bearbeiten, indem " +"Sie auf die Easing-Kurve klicken und sie ziehen. Dadurch wird Godot " +"mitgeteilt, wie die animierte Property interpoliert werden soll, wenn sie " +"diesen Keyframe erreicht." msgid "" "You can tweak your animations this way until the movement \"looks right.\"" @@ -549,15 +571,18 @@ msgstr "" "Sie können Ihre Animationen auf diese Weise optimieren, bis die Bewegung " "\"richtig\" aussieht." -#, fuzzy msgid "Using RESET tracks" -msgstr "Hinzufügen einer Spur" +msgstr "RESET-Tracks verwenden" msgid "" "You can set up a special *RESET* animation to contain the \"default pose\". " "This is used to ensure that the default pose is restored when you save the " "scene and open it again in the editor." msgstr "" +"Sie können eine spezielle *RESET*-Animation einrichten, so dass sie die " +"\"Default-Pose\" enthält. Diese wird verwendet, um sicherzustellen, dass die " +"Default-Pose wiederhergestellt wird, wenn Sie die Szene speichern und erneut " +"im Editor öffnen." msgid "" "For existing tracks, you can add an animation called \"RESET\" (case-" @@ -565,6 +590,11 @@ msgid "" "only keyframe should be at time 0, and give it the desired default value for " "each track." msgstr "" +"Bei vorhandenen Tracks können Sie eine Animation mit dem Namen " +"\"RESET\" (Groß- und Kleinschreibung beachten) hinzufügen und dann Tracks " +"für jede Property, die Sie zurücksetzen möchten, hinzufügen. Der einzige " +"Keyframe sollte zum Zeitpunkt 0 sein, und ihr den gewünschten Default-Wert " +"für jeden Track geben." msgid "" "If AnimationPlayer's **Reset On Save** property is set to ``true``, the " @@ -572,12 +602,21 @@ msgid "" "it had been seeked to time ``0.0``). This only affects the saved file – the " "property tracks in the editor stay where they were." msgstr "" +"Wenn die Property **Reset On Save** des AnimationPlayers auf ``true`` " +"gesetzt ist, wird die Szene mit den Effekten der zurückgesetzten Animation " +"gespeichert (als ob sie zur Zeit ``0.0`` angesprungen worden wäre). Dies " +"betrifft nur die gespeicherte Datei - die Property-Tracks im Editor bleiben, " +"wo sie waren." msgid "" "If you want to reset the tracks in the editor, select the AnimationPlayer " "node, open the **Animation** bottom panel then choose **Apply Reset** in the " "animation editor's **Edit** dropdown menu." msgstr "" +"Wenn Sie die Tracks im Editor zurücksetzen möchten, wählen Sie den " +"AnimationPlayer-Node aus, öffnen Sie das untere Panel **Animation** und " +"wählen Sie im Dropdown-Menü **Bearbeiten** des Animationseditors die Option " +"**Zurücksetzen anwenden**." msgid "" "When adding tracks on new animations, the editor will ask you to " @@ -585,11 +624,19 @@ msgid "" "property in the inspector. This does not apply on tracks created with Godot " "versions prior to 3.4, as the animation reset track feature was added in 3.4." msgstr "" +"Beim Hinzufügen von Tracks zu neuen Animationen fordert der Editor Sie auf, " +"automatisch einen RESET-Track zu erstellen, wenn Sie das Keyframe-Icon neben " +"einer Property im Inspektor verwenden. Dies gilt nicht für Spuren, die mit " +"Godot-Versionen vor 3.4 erstellt wurden, da die Funktion zum Zurücksetzen " +"von Animationen erst in 3.4 hinzugefügt wurde." msgid "" "RESET tracks is also used as a reference value for blending. See also `For " "better blending <../animation/animation_tree.html#for-better-blending>`__." msgstr "" +"RESET-Tracks werden auch als Referenzwert für Blending verwendet. Siehe auch " +"`Für besseres Blending <../animation/animation_tree.html#for-better-" +"blending>`__." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po index bde29372a8..e08eeb4cb7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -23,16 +23,21 @@ msgstr "Abspielen von Videos" msgid "" "Godot supports video playback with the :ref:`class_VideoStreamPlayer` node." msgstr "" +"Godot unterstützt die Videowiedergabe mit dem :ref:`class_VideoStreamPlayer`-" +"Node." -#, fuzzy msgid "Supported playback formats" -msgstr "Unterstützte Plattformen" +msgstr "Unterstützte Wiedergabeformate" msgid "" "The only supported format in core is **Ogg Theora** (not to be confused with " "Ogg Vorbis audio). It's possible for extensions to bring support for " "additional formats, but no such extensions exist yet as of July 2022." msgstr "" +"Das einzige unterstützte Format im Kern ist **Ogg Theora** (nicht zu " +"verwechseln mit Ogg Vorbis Audio). Es ist möglich, dass Extensions die " +"Unterstützung für weitere Formate bringen, aber es gibt noch keine solchen " +"Extensions (Stand Juli 2022)." msgid "" "H.264 and H.265 cannot be supported in core Godot, as they are both " @@ -40,44 +45,56 @@ msgid "" "decode on the CPU and hardware decoding support isn't readily available on " "all GPUs in use yet." msgstr "" +"H.264 und H.265 können im Godot-Kern nicht unterstützt werden, da sie beide " +"durch Softwarepatente geschützt sind. AV1 ist lizenzfrei, aber die " +"Dekodierung auf der CPU ist nach wie vor langsam, und die Unterstützung für " +"die Hardware-Dekodierung ist noch nicht auf allen verwendeten GPUs verfügbar." msgid "" "WebM was supported in core in Godot 3.x, but support for it was removed in " "4.0 as it was too buggy and difficult to maintain." msgstr "" +"WebM wurde in Godot 3.x im Kern unterstützt, aber die Unterstützung dafür " +"wurde in 4.0 entfernt, da sie zu fehlerhaft und schwer zu pflegen war." msgid "" "You may find videos with an ``.ogg`` or ``.ogx`` extensions, which are " "generic extensions for data within an Ogg container." msgstr "" +"Sie können Videos mit den Erweiterungen ``.ogg`` oder ``.ogx`` finden, die " +"allgemeine Erweiterungen für Daten innerhalb eines Ogg-Containers sind." msgid "" "Renaming these file extensions to ``.ogv`` *may* allow the videos to be " "imported in Godot. However, not all files with ``.ogg`` or ``.ogx`` " "extensions are videos - some of them may only contain audio." msgstr "" +"Die Umbenennung dieser Dateierweiterungen in ``.ogv`` *könnte* es " +"ermöglichen, die Videos in Godot zu importieren. Allerdings sind nicht alle " +"Dateien mit den Erweiterungen ``.ogg`` oder ``.ogx`` Videos - einige von " +"ihnen könnten nur Audio enthalten." -#, fuzzy msgid "Setting up VideoStreamPlayer" -msgstr "Einrichten des Ansichtsfensters" +msgstr "Einrichten des VideoStreamPlayers" -#, fuzzy msgid "Create a VideoStreamPlayer node using the Create New Node dialog." msgstr "" -"Es ist die einzige Beschreibung im Dialogfeld \"Neuen Node erstellen\"." +"Erstellen Sie einen VideoStreamPlayer-Node mit dem Dialogfeld Neuen Knoten " +"erstellen." -#, fuzzy msgid "" "Select the VideoStreamPlayer node in the scene tree dock, go to the " "inspector and load an ``.ogv`` file in the Stream property." msgstr "" -"Bei angewähltem Timer-Knoten lässt sich im Inspektor die **Autostart**-" -"Eigenschaft anwählen." +"Wählen Sie den VideoStreamPlayer-Node im Szenenbaum-Dock, gehen Sie zum " +"Inspektor und laden Sie eine ``.ogv`` Datei in die Stream-Property." msgid "" "If you don't have your video in Ogg Theora format yet, jump to :ref:" "`doc_playing_videos_recommended_theora_encoding_settings`." msgstr "" +"Wenn Sie Ihr Video noch nicht im Ogg Theora-Format haben, lesen Sie :ref:" +"`doc_playing_videos_recommended_theora_encoding_settings`." msgid "" "If you want the video to play as soon as the scene is loaded, check " @@ -85,16 +102,24 @@ msgid "" "``play()`` on the VideoStreamPlayer node in a script to start playback when " "desired." msgstr "" +"Wenn Sie möchten, dass das Video abgespielt wird, sobald die Szene geladen " +"ist, aktivieren Sie **Autoplay** im Inspektor. Wenn nicht, lassen Sie " +"**Autoplay** deaktiviert und rufen Sie ``play()`` auf dem VideoStreamPlayer-" +"Node in einem Skript auf, um die Wiedergabe bei Bedarf zu starten." -#, fuzzy msgid "Handling resizing and different aspect ratios" -msgstr "Umgang mit Seitenverhältnissen" +msgstr "" +"Handhabung von Größenänderungen und unterschiedlichen Seitenverhältnissen" msgid "" "By default in Godot 4.0, the VideoStreamPlayer will automatically be resized " "to match the video's resolution. You can make it follow usual :ref:" "`class_Control` sizing by enabling **Expand** on the VideoStreamPlayer node." msgstr "" +"In Godot 4.0 wird die Größe des VideoStreamPlayers standardmäßig automatisch " +"an die Auflösung des Videos angepasst. Sie können die Größe an die übliche :" +"ref:`class_Control` anpassen, indem Sie **Expand** auf dem VideoStreamPlayer-" +"Node aktivieren." msgid "" "To adjust how the VideoStreamPlayer node resizes depending on window size, " @@ -105,6 +130,14 @@ msgid "" "ref:`class_AspectRatioContainer` node, which is designed to handle this kind " "of use case:" msgstr "" +"Um die Größenanpassung des VideoStreamPlayer-Nodes in Abhängigkeit von der " +"Fenstergröße einzustellen, passen Sie die Anker über das Menü **Layout** " +"oben im Viewport des 2D-Editors an. Diese Einstellung ist jedoch " +"möglicherweise nicht leistungsfähig genug, um alle Anwendungsfälle zu " +"bewältigen, z. B. die Wiedergabe von Videos im Vollbildmodus ohne Verzerrung " +"des Videos (statt mit leeren Bereichen an den Rändern). Für mehr Kontrolle " +"können Sie einen :ref:`class_AspectRatioContainer`-Node verwenden, der für " +"diese Art von Anwendungsfall entwickelt wurde:" msgid "" "Add an AspectRatioContainer node. Make sure it is not a child of any other " @@ -115,13 +148,23 @@ msgid "" "the operands a float. Otherwise, the division's result will always be an " "integer." msgstr "" +"Fügen Sie einen AspectRatioContainer-Node hinzu. Vergewissern Sie sich, dass " +"dieser Node kein untergeordneter Node eines anderen Containers ist. Wählen " +"Sie den AspectRatioContainer-Node aus, und stellen Sie sein **Layout** oben " +"im 2D-Editor auf **Vollständiges Rechteck** ein. Stellen Sie **Verhältnis** " +"im AspectRatioContainer-Node so ein, dass es dem Seitenverhältnis Ihres " +"Videos entspricht. Sie können die mathematischen Formeln im Inspektor zur " +"Hilfe nehmen. Achten Sie darauf, dass einer der Operanden eine Float-Zahl " +"ist. Andernfalls wird das Ergebnis der Division immer eine ganze Zahl sein." msgid "" "AspectRatioContainer's Ratio property being modified in the editor inspector" msgstr "" +"Änderung der Verhältnis-Property des AspectRatioContainers im Inspektor des " +"Editors" msgid "This will evaluate to (approximately) 1.777778" -msgstr "" +msgstr "Dies ergibt einen Wert von (ungefähr) 1,777778" msgid "" "Once you've configured the AspectRatioContainer, reparent your " @@ -129,17 +172,22 @@ msgid "" "sure **Expand** is enabled on the VideoStreamPlayer. Your video should now " "scale automatically to fit the whole screen while avoiding distortion." msgstr "" +"Nachdem Sie den AspectRatioContainer konfiguriert haben, richten Sie den " +"VideoStreamPlayer-Node so ein, dass er ein untergeordneter Node des " +"AspectRatioContainers ist. Stellen Sie sicher, dass **Ausdehnen** auf dem " +"VideoStreamPlayer aktiviert ist. Ihr Video sollte nun automatisch so " +"skaliert werden, dass es auf den gesamten Bildschirm passt und keine " +"Verzerrungen aufweist." -#, fuzzy msgid "" "See :ref:`doc_multiple_resolutions` for more tips on supporting multiple " "aspect ratios in your project." msgstr "" -"Weitere Informationen zum Importieren und Testen von Übersetzungen in Godot " -"finden Sie unter :ref:`doc_internationalizing_games`." +"Weitere Tipps zur Unterstützung mehrerer Seitenverhältnisse in Ihrem Projekt " +"finden Sie unter :ref:`doc_multiple_resolutions`." msgid "Displaying a video on a 3D surface" -msgstr "" +msgstr "Anzeige eines Videos auf einer 3D-Oberfläche" msgid "" "Using a VideoStreamPlayer node as a child of a :ref:`class_SubViewport` " @@ -147,73 +195,100 @@ msgid "" "this can be used to display animated billboards when frame-by-frame " "animation would require too much memory." msgstr "" +"Mit einem VideoStreamPlayer-Node als Child eines :ref:`class_SubViewport`-" +"Nodes ist es möglich, jeden 2D-Node auf einer 3D-Oberfläche darzustellen. " +"Dies kann zum Beispiel verwendet werden, um animierte Werbetafeln " +"anzuzeigen, wenn eine Frame-by-Frame-Animation zu viel Speicherplatz " +"erfordern würde." -#, fuzzy msgid "This can be done with the following steps:" -msgstr "Füllen Sie das Formular mit den folgenden Einstellungen aus:" +msgstr "Dies kann mit den folgenden Schritten geschehen:" msgid "" "Create a :ref:`class_SubViewport` node. Set its size to match your video's " "size in pixels." msgstr "" +"Erstellen Sie einen :ref:`class_SubViewport`-Node. Stellen Sie seine Größe " +"so ein, dass sie der Größe Ihres Videos in Pixeln entspricht." msgid "" "Create a VideoStreamPlayer node *as a child of the SubViewport node* and " "specify a video path in it. Make sure **Expand** is disabled, and enable " "**Autoplay** if needed." msgstr "" +"Erstellen Sie einen VideoStreamPlayer-Node *als untergeordnetes Element des " +"SubViewport-Nodes* und geben Sie darin einen Videopfad an. Stellen Sie " +"sicher, dass **Ausdehnen** deaktiviert ist, und aktivieren Sie **Autoplay**, " +"falls erforderlich." msgid "" "Create a MeshInstance3D node with a PlaneMesh or QuadMesh resource in its " "Mesh property. Resize the mesh to match the video's aspect ratio (otherwise, " "it will appear distorted)." msgstr "" +"Erstellen Sie einen MeshInstance3D-Node mit einer PlaneMesh- oder QuadMesh-" +"Ressource in seiner Mesh-Property. Passen Sie die Größe des Meshes an das " +"Seitenverhältnis des Videos an (andernfalls wird es verzerrt angezeigt)." msgid "" "Create a new StandardMaterial3D resource in the **Material Override** " "property in the GeometryInstance3D section." msgstr "" +"Erstellen Sie eine neue Ressource StandardMaterial3D in der Property " +"**Material-Override** im Abschnitt GeometryInstance3D." msgid "" "Enable **Local To Scene** in the StandardMaterial3D's Resource section (at " "the bottom). This is *required* before you can use a ViewportTexture in its " "Albedo Texture property." msgstr "" +"Aktivieren Sie **Lokal zu Szene** im Abschnitt Ressource des " +"StandardMaterial3D (ganz unten). Dies ist *erforderlich*, bevor Sie eine " +"ViewportTexture in ihrer Albedo-Textur-Property verwenden können." msgid "" "In the StandardMaterial3D, set the **Albedo > Texture** property to **New " "ViewportTexture**. Edit the new resource by clicking it, then specify the " "path to the SubViewport node in the **Viewport Path** property." msgstr "" +"Setzen Sie im StandardMaterial3D die Property **Albedo > Textur** auf **Neue " +"ViewportTexture**. Bearbeiten Sie die neue Ressource, indem Sie darauf " +"klicken, und geben Sie den Pfad zum SubViewport-Node in der **Viewport " +"Path**-Property an." msgid "" "Enable **Albedo Texture Force sRGB** in the StandardMaterial3D to prevent " "colors from being washed out." msgstr "" +"Aktivieren Sie **Albedo-Textur sRGB erzwingen** im StandardMaterial3D, um zu " +"verhindern, dass die Farben ausgewaschen werden." msgid "" "If the billboard is supposed to emit its own light, set **Shading Mode** to " "**Unshaded** to improve rendering performance." msgstr "" +"Wenn das Billboard sein eigenes Licht emittieren soll, setzen Sie **Shading-" +"Modus** auf **kein Shading**, um die Performance zu verbessern." -#, fuzzy msgid "" "See :ref:`doc_viewports` and the `GUI in 3D demo `__ for more " "information on setting this up." msgstr "" -"Beispiele finden Sie unter `3D-Ansichtsfenstern Skalierungs-Demo `__." +"Siehe :ref:`doc_viewports` und die `GUI in 3D-Demo `__ für " +"weitere Informationen zur Einrichtung dieser Funktion." -#, fuzzy msgid "Looping a video" -msgstr "Einen Level-Prototyp erstellen" +msgstr "Looping eines Videos" msgid "" "For looping a video, the **Loop** property can be enabled. This will " "seamlessly restart the video when it reaches its end." msgstr "" +"Um ein Video in einer Loop laufen zu lassen, kann die Property **Loop** " +"aktiviert werden. Dadurch wird das Video nahtlos neu gestartet, wenn es sein " +"Ende erreicht." msgid "" "Note that setting the project setting **Video Delay Compensation** to a non-" @@ -222,9 +297,15 @@ msgid "" "causing occasional missed frames. Set **Video Delay Compensation** in your " "project settings to **0** to avoid frame drop issues." msgstr "" +"Beachten Sie, dass die Projekteinstellung **Videoverzögerungskompensation** " +"auf einen Wert ungleich Null gesetzt werden kann, was dazu führen kann, dass " +"Ihre Loop nicht nahtlos ist, da die Synchronisierung von Audio und Video am " +"Anfang jeder Loop stattfindet, wodurch gelegentlich Frames ausgelassen " +"werden. Setzen Sie die **Videoverzögerungskompensation** in Ihren " +"Projekteinstellungen auf **0**, um Frame-Drop-Probleme zu vermeiden." msgid "Video decoding conditions and recommended resolutions" -msgstr "" +msgstr "Videodekodierungsbedingungen und empfohlene Auflösungen" msgid "" "Video decoding is performed on the CPU, as GPUs don't have hardware " @@ -232,9 +313,16 @@ msgid "" "Theora videos at 1440p @ 60 FPS or more, but low-end mobile CPUs will likely " "struggle with high-resolution videos." msgstr "" +"Die Videodekodierung wird von der CPU durchgeführt, da GPUs keine Hardware-" +"Beschleunigung für die Dekodierung von Theora-Videos haben. Moderne Desktop-" +"CPUs können Ogg Theora-Videos mit 1440p @ 60 FPS oder mehr dekodieren, aber " +"Low-End-Mobil-CPUs werden wahrscheinlich Probleme mit hochauflösenden Videos " +"haben." msgid "To ensure your videos decode smoothly on varied hardware:" msgstr "" +"Damit Ihre Videos auf verschiedenen Geräten reibungslos dekodiert werden " +"können:" msgid "" "When developing games for desktop platforms, it's recommended to encode in " @@ -242,6 +330,11 @@ msgid "" "lower resolution displays, so encoding higher-resolution videos may not be " "worth the increased file size and CPU requirements." msgstr "" +"Bei der Entwicklung von Spielen für Desktop-Plattformen wird empfohlen, " +"maximal in 1080p zu kodieren (vorzugsweise mit 30 FPS). Die meisten Menschen " +"verwenden immer noch Bildschirme mit 1080p oder einer niedrigeren Auflösung. " +"Die Codierung von Videos mit höherer Auflösung lohnt sich daher " +"möglicherweise nicht wegen der erhöhten Dateigröße und der CPU-Anforderungen." msgid "" "When developing games for mobile or web platforms, it's recommended to " @@ -249,37 +342,47 @@ msgid "" "difference between 720p and 1080p videos on a mobile device is usually not " "that noticeable." msgstr "" +"Bei der Entwicklung von Spielen für Mobil- oder Webplattformen empfiehlt es " +"sich, höchstens in 720p zu kodieren (vorzugsweise mit 30 FPS oder noch " +"niedriger). Der visuelle Unterschied zwischen 720p- und 1080p-Videos ist auf " +"einem mobilen Gerät in der Regel nicht besonders auffällig." -#, fuzzy msgid "Playback limitations" -msgstr "Limitierungen" +msgstr "Einschränkungen bei der Wiedergabe" msgid "" "There are several limitations with the current implementation of video " "playback in Godot:" msgstr "" -"Es gibt einige Einschränkungen in der aktuellen Implementierung des " -"Videoplaybacks in Godot:" +"Es gibt einige Einschränkungen bei der aktuellen Implementierung der " +"Videowiedergabe in Godot:" msgid "Seeking a video to a certain point is not supported." msgstr "" +"Das Anspringen eines bestimmten Punkts im Video wird nicht unterstützt." msgid "" "Changing playback speed is not supported. VideoStreamPlayer also won't " "follow :ref:`Engine.time_scale`." msgstr "" +"Das Ändern der Abspielgeschwindigkeit wird nicht unterstützt. Der " +"VideoStreamPlayer folgt auch nicht :ref:`Engine." +"time_scale`." msgid "Streaming a video from a URL is not supported." -msgstr "" +msgstr "Das Streamen eines Videos von einer URL wird nicht unterstützt." msgid "Recommended Theora encoding settings" -msgstr "" +msgstr "Empfohlene Theora-Kodierungseinstellungen" msgid "" "A word of advice is to **avoid relying on built-in Ogg Theora exporters** " "(most of the time). There are 2 reasons you may want to favor using an " "external program to encode your video:" msgstr "" +"Ein guter Rat ist, sich **nicht auf die eingebauten Ogg Theora-Exporter** zu " +"verlassen (meistens). Es gibt 2 Gründe, warum Sie ein externes Programm für " +"die Kodierung Ihres Videos bevorzugen sollten:" msgid "" "Some programs such as Blender can render to Ogg Theora. However, the default " @@ -291,9 +394,18 @@ msgid "" "should be preferred in most scenarios as it provides a better quality to " "file size ratio." msgstr "" +"Einige Programme wie Blender können in Ogg Theora rendern. Allerdings sind " +"die Standardqualitätsvorgaben nach heutigen Maßstäben meist sehr niedrig. " +"Möglicherweise können Sie die Qualitätsoptionen in der von Ihnen verwendeten " +"Software erhöhen, aber Sie werden feststellen, dass die Ausgabequalität " +"nicht ideal ist (angesichts der erhöhten Dateigröße). Dies bedeutet in der " +"Regel, dass die Software nur die Kodierung mit konstanter Bitrate (CBR) " +"anstelle der variablen Bitrate (VBR) unterstützt. Die VBR-Kodierung sollte " +"in den meisten Fällen bevorzugt werden, da sie ein besseres Verhältnis " +"zwischen Qualität und Dateigröße bietet." msgid "Some other programs can't render to Ogg Theora at all." -msgstr "" +msgstr "Einige andere Programme können überhaupt nicht in Ogg Theora rendern." msgid "" "In this case, you can **render the video to an intermediate high-quality " @@ -302,27 +414,44 @@ msgid "" "intermediate format to maximize the quality of the output Ogg Theora video, " "but this can require a lot of disk space." msgstr "" +"In diesem Fall können Sie **das Video in ein hochwertiges Zwischenformat " +"rendern** (z. B. ein H.264-Video mit hoher Bitrate) und es dann erneut in " +"Ogg Theora kodieren. Idealerweise sollten Sie ein verlustfreies oder " +"unkomprimiertes Format als Zwischenformat verwenden, um die Qualität des " +"ausgegebenen Ogg Theora-Videos zu maximieren, aber dies kann viel " +"Speicherplatz erfordern." msgid "" "`HandBrake `__ (GUI) and `FFmpeg `__ (CLI) are popular open source tools for this purpose. FFmpeg has a " "steeper learning curve, but it's more powerful." msgstr "" +"`HandBrake `__ (GUI) und `FFmpeg `__ (CLI) sind beliebte Open-Source-Tools für diesen Zweck. FFmpeg hat eine " +"steilere Lernkurve, aber es ist leistungsfähiger." msgid "" "Here are example FFmpeg commands to convert a MP4 video to Ogg Theora. Since " "FFmpeg supports a lot of input formats, you should be able to use the " "commands below with almost any input video format (AVI, MOV, WebM, …)." msgstr "" +"Hier ein Beispiel für FFmpeg-Befehle zur Konvertierung eines MP4-Videos in " +"Ogg Theora. Da FFmpeg eine Vielzahl von Eingabeformaten unterstützt, sollten " +"Sie in der Lage sein, die folgenden Befehle mit fast jedem " +"Eingabevideoformat (AVI, MOV, WebM, ...) zu verwenden." msgid "" "Make sure your copy of FFmpeg is compiled with libtheora and libvorbis " "support. You can check this by running ``ffmpeg`` without any arguments, " "then looking at the ``configuration:`` line in the command output." msgstr "" +"Stellen Sie sicher, dass Ihr FFmpeg mit Unterstützung für libtheora und " +"libvorbis kompiliert ist. Sie können dies überprüfen, indem Sie ``ffmpeg`` " +"ohne Argumente ausführen und dann die Zeile ``configuration:`` in der " +"Befehlsausgabe betrachten." msgid "Balancing quality and file size" -msgstr "" +msgstr "Ausbalancieren von Qualität und Dateigröße" msgid "" "The **video quality** level (``-q:v``) must be between ``1`` and ``10``. " @@ -332,6 +461,13 @@ msgid "" "density is higher on a 1440p or 4K video, lower quality presets at higher " "resolutions will look as good or better compared to low-resolution videos." msgstr "" +"Die Stufe der **Videoqualität** (``-q:v``) muss zwischen ``1`` und ``10`` " +"liegen. Qualität ``6`` ist ein guter Kompromiss zwischen Qualität und " +"Dateigröße. Wenn Sie mit einer hohen Auflösung kodieren (z.B. 1440p oder " +"4K), sollten Sie ``-q:v`` auf ``5`` verringern, um die Dateigröße im Rahmen " +"zu halten. Da die Pixeldichte bei einem 1440p- oder 4K-Video höher ist, " +"sehen Voreinstellungen mit niedrigerer Qualität bei höheren Auflösungen " +"genauso gut oder besser aus als Videos mit niedriger Auflösung." msgid "" "The **audio quality** level (``-q:a``) must be between ``-1`` and ``10``. " @@ -347,9 +483,23 @@ msgid "" "listing Ogg Vorbis audio quality presets and their respective variable " "bitrates." msgstr "" +"Die Stufe der **Audioqualität** (``-q:a``) muss zwischen ``-1`` und ``10`` " +"liegen. Die Qualität ``6`` bietet einen guten Kompromiss zwischen Qualität " +"und Dateigröße. Im Gegensatz zur Videoqualität erhöht eine höhere " +"Audioqualität die Größe der Ausgabedatei nicht annähernd so stark. Wenn Sie " +"also eine möglichst saubere Audioqualität wünschen, können Sie die Qualität " +"auf ``9`` erhöhen, um *wahrnehmbar verlustfreies* Audio zu erhalten. Dies " +"ist besonders wertvoll, wenn Ihre Eingabedatei bereits verlustbehaftete " +"Audiokompression verwendet. Höhere Audioqualität erhöht die CPU-Auslastung " +"des Decoders, so dass es bei hoher Systembelastung zu Audioaussetzern kommen " +"kann. Auf `dieser Seite `__ finden Sie " +"eine Tabelle mit den Voreinstellungen für die Ogg Vorbis-Audioqualität und " +"ihren jeweiligen variablen Bitraten." msgid "FFmpeg: Convert while preserving original video resolution" msgstr "" +"FFmpeg: Konvertieren unter Beibehaltung der ursprünglichen Videoauflösung" msgid "" "The following command converts the video while keeping its original " @@ -357,18 +507,27 @@ msgid "" "quality while saving space in parts of the video/audio that don't require a " "high bitrate (such as static scenes)." msgstr "" +"Der folgende Befehl konvertiert das Video unter Beibehaltung seiner " +"ursprünglichen Auflösung. Die Bitrate von Video und Audio ist dabei " +"variabel, um die Qualität zu maximieren und gleichzeitig Speicherplatz in " +"Teilen des Videos/Audios zu sparen, die keine hohe Bitrate benötigen (z. B. " +"statische Szenen)." msgid "FFmpeg: Resize the video then convert it" -msgstr "" +msgstr "FFmpeg: Ändern Sie die Größe des Videos und konvertieren Sie es dann" msgid "" "The following command resizes a video to be 720 pixels tall (720p), while " "preserving its existing aspect ratio. This helps decrease the file size " "significantly if the source is recorded at a higher resolution than 720p:" msgstr "" +"Der folgende Befehl ändert die Größe eines Videos auf 720 Pixel Höhe (720p), " +"wobei das bestehende Seitenverhältnis beibehalten wird. Dadurch kann die " +"Dateigröße erheblich verringert werden, wenn die Quelle mit einer höheren " +"Auflösung als 720p aufgezeichnet wurde:" msgid "Chroma Key Videos" -msgstr "" +msgstr "Chroma Key-Videos" msgid "" "Chroma key, commonly known as the \"green screen\" or \"blue screen\" " @@ -376,39 +535,54 @@ msgid "" "replace it with another background. This effect is widely used in video " "production to composite different elements together seamlessly." msgstr "" +"Mit dem Chroma Key-Effekt, der auch als \"Greenscreen\"- oder \"Bluescreen\"-" +"Effekt bekannt ist, können Sie eine bestimmte Farbe aus einem Bild oder " +"Video entfernen und durch einen anderen Hintergrund ersetzen. Dieser Effekt " +"wird in der Videoproduktion häufig verwendet, um verschiedene Elemente " +"nahtlos zusammenzufügen." msgid "" "We will achieve the chroma key effect by writing a custom shader in GDScript " "and using a `VideoStreamPlayer` node to display the video content." msgstr "" +"Wir erreichen den Chroma Key-Effekt, indem wir einen benutzerdefinierten " +"Shader in GDScript schreiben und einen `VideoStreamPlayer`-Node verwenden, " +"um den Videoinhalt anzuzeigen." -#, fuzzy msgid "Scene Setup" -msgstr "Eine Szene einrichten" +msgstr "Einrichten der Szene" msgid "" "Ensure that the scene contains a `VideoStreamPlayer` node to play the video " "and a `Control` node to hold the UI elements for controlling the chroma key " "effect." msgstr "" +"Stellen Sie sicher, dass die Szene einen `VideoStreamPlayer`-Node zur " +"Wiedergabe des Videos und einen `Control`-Node zur Aufnahme der UI-Elemente " +"zur Steuerung des Chroma Key-Effekts enthält." -#, fuzzy msgid "Writing the Custom Shader" -msgstr "Shader verbessern" +msgstr "Schreiben des benutzerdefinierten Shaders" msgid "To implement the chroma key effect, follow these steps:" msgstr "" +"Gehen Sie folgendermaßen vor, um den Chroma Key-Effekt zu implementieren:" msgid "" "Select the `VideoStreamPlayer` node in the scene and go to its properties. " "Under `CanvasItem > Material`, create a new shader named \"ChromaKeyShader." "gdshader.\"" msgstr "" +"Wählen Sie den `VideoStreamPlayer`-Node in der Szene und gehen Sie zu seinen " +"Propertys. Erstellen Sie unter `CanvasItem > Material` einen neuen Shader " +"namens \"ChromaKeyShader.gdshader\"." msgid "" "In the \"ChromaKeyShader.gdshader\" file, write the custom shader code as " "shown below:" msgstr "" +"Schreiben Sie in die Datei \"ChromaKeyShader.gdshader\" den " +"benutzerdefinierten Shader-Code wie unten gezeigt:" msgid "" "The shader uses the distance calculation to identify pixels close to the " @@ -418,30 +592,43 @@ msgid "" "colors. This process creates the desired chroma key effect, making it appear " "as if the background has been replaced with another image or video." msgstr "" +"Der Shader verwendet die Abstandsberechnung, um Pixel in der Nähe der Chroma " +"Key-Farbe zu identifizieren und verwirft sie, wodurch die ausgewählte Farbe " +"effektiv entfernt wird. Pixel, die etwas weiter von der Chroma Key-Farbe " +"entfernt sind, werden auf der Grundlage des fade_factor ausgeblendet, so " +"dass sie sanft mit den umgebenden Farben überblendet werden. Dieser Prozess " +"erzeugt den gewünschten Chroma Key-Effekt, der den Eindruck erweckt, dass " +"der Hintergrund durch ein anderes Bild oder Video ersetzt wurde." msgid "" "The code above represents a simple demonstration of the Chroma Key shader, " "and users can customize it according to their specific requirements." msgstr "" +"Der obige Code stellt eine einfache Demonstration des Chroma Key-Shaders dar " +"und kann von den Benutzern entsprechend ihren spezifischen Anforderungen " +"angepasst werden." -#, fuzzy msgid "UI Controls" -msgstr "Steuerung" +msgstr "UI-Steuerelemente" msgid "" "To allow users to manipulate the chroma key effect in real-time, we created " "sliders in the `Control` node. The `Control` node's script contains the " "following functions:" msgstr "" +"Damit die Benutzer den Chroma Key-Effekt in Echtzeit beeinflussen können, " +"haben wir Schieberegler im `Control`-Node erstellt. Das Skript des `Control`-" +"Nodes enthält die folgenden Funktionen:" msgid "" "also make sure that the range of the sliders are appropriate, our settings " "are :" msgstr "" +"Vergewissern Sie sich auch, dass der Bereich der Schieberegler angemessen " +"ist. Unsere Einstellungen sind:" -#, fuzzy msgid "Signal Handling" -msgstr "Eingabe" +msgstr "Behandlung von Signalen" msgid "" "Connect the appropriate signal from the UI elements to the `Control` node's " @@ -449,6 +636,10 @@ msgid "" "effect. These signal handlers will update the shader's uniform variables in " "response to user input." msgstr "" +"Verbinden Sie das entsprechende Signal von den UI-Elementen mit dem Skript " +"des `Control`-Nodes, das Sie im Skript des `Control` Nodes erstellt haben, " +"um den Chroma Key-Effekt zu steuern. Diese Signal-Handler aktualisieren die " +"Uniform-Variablen des Shaders als Reaktion auf Benutzereingaben." msgid "" "Save and run the scene to see the chroma key effect in action! With the " @@ -456,6 +647,11 @@ msgid "" "and fade amount in real-time, achieving the desired chroma key functionality " "for your video content." msgstr "" +"Speichern Sie die Szene und führen Sie sie aus, um den Chroma Key-Effekt in " +"Aktion zu sehen! Mit den bereitgestellten Steuerelementen der " +"Benutzeroberfläche können Sie jetzt die Chroma Key-Farbe, den " +"Aufnahmebereich und den Fading-Grad in Echtzeit anpassen und so die " +"gewünschte Chroma Key-Funktionalität für Ihre Videoinhalte erzielen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po index 0b194663d2..1c7e0e5a18 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,10 +27,10 @@ msgid "transform animation of all types of objects" msgstr "Transformationsanimation aller Arten von Objekten" msgid "transform animation of pose bones" -msgstr "Transformationsanimation von Posen-Knochen" +msgstr "Transformationsanimation von Pose-Knochen" msgid "shape key animation" -msgstr "Shape Key Animation" +msgstr "Shape-Key Animation" msgid "light animation" msgstr "Licht-Animation" @@ -39,7 +39,7 @@ msgid "camera animation" msgstr "Kamera-Animation" msgid "Multiple Actions For Single Object" -msgstr "Mehrere Aktionen für einzelne objekte" +msgstr "Mehrere Aktionen für ein einzelnes Objekt" msgid "" "In most games, one object would have several animations to switch between. " @@ -55,11 +55,11 @@ msgid "" "This workflow makes use of blender nla_tracks. Here is a brief guide on how " "to use this feature:" msgstr "" -"Dieser Ablauf verwendet den Blender nla_tracks. Hier ist eine kurze " -"Anleitung zur Verwendung dieses Features:" +"Dieser Ablauf verwendet Blender-nla_tracks. Hier ist eine kurze Anleitung " +"zur Verwendung dieses Features:" msgid "**1. Stash active action**" -msgstr "**1. Aktive Aktion verstecken**" +msgstr "**1. Aktive Aktion hinterlegen**" msgid "" "New created action is always an active action bound to object. There are " @@ -67,39 +67,38 @@ msgid "" "doing it in ``NLA Editor``" msgstr "" "Eine neu erstellte Aktion ist immer eine aktive Aktion, die an ein Objekt " -"gebunden ist. Es gibt mehrere Möglichkeiten, eine aktive Aktion in der NLA-" -"Spur zu platzieren, eine davon ist natürlich der ``NLA Editor``" +"gebunden ist. Es gibt mehrere Möglichkeiten, eine aktive Aktion im NLA-Track " +"zu platzieren, eine davon ist natürlich der ``NLA-Editor``" msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "Oder man kann die Aktion im ``Dope Sheet`` verstecken" +msgstr "Oder man kann die Aktion im ``Dope Sheet`` hinterlegen" msgid "**2. Check mute status of NLA tracks**" -msgstr "**2. Stummschaltungsstatus von NLA-Spuren prüfen**" +msgstr "**2. Stummschaltungsstatus von NLA-Tracks prüfen**" -#, fuzzy msgid "" "An NLA track can be ``mute`` or ``unmute``, the exporter will export all the " "``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " "tracks into every action (including the action) being exported." msgstr "" -"Eine NLA-Spur kann ``stumm geschaltet`` oder ``laut geschaltet`` sein, alle " -"``stummgeschalteten`` NLA-Spuren werden als eine separate Aktion exportiert, " -"die ``laut geschalteten`` NLA-Spuren werden in jede Aktion (inklusive der " -"action Aktion) überlagert exportiert." +"Ein NLA-Track kann ``stummgeschaltet`` oder ``nicht stummgeschaltet`` sein. " +"Der Exporter exportiert alle ``stummgeschalteten`` NLA-Tracks als separate " +"Aktion, während er alle ``nicht stummgeschalteten`` NLA-Tracks in jede " +"Aktion (einschließlich der Aktion), die exportiert wird, überblendet." msgid "**3. Export the scene**" msgstr "**3. Exportieren der Szene**" msgid "Make sure the ``Export Stashed Actions`` option has been turned on." msgstr "" -"Stellen Sie sicher, dass die Option ``Versteckte Aktionen exportieren`` " +"Stellen Sie sicher, dass die Option ``Hinterlegte Aktionen exportieren`` " "aktiviert ist." msgid "" "Then all the stashed actions, as well as the active action, are exported to " "an AnimationPlayer." msgstr "" -"Anschließend werden alle versteckten Aktionen sowie die aktive Aktion in " +"Anschließend werden alle hinterlegten Aktionen, sowie die aktive Aktion in " "einen AnimationPlayer exportiert." msgid "Constraints" @@ -114,7 +113,7 @@ msgstr "" "Manchmal werden komplizierte Animationen mit Objektbeschränkungen erstellt; " "ein übliches Beispiel ist die inverse Kinematik. Das Add-On würde " "automatisch prüfen, ob ein Objekt irgendeine Beschränkung hat; wenn dies der " -"Fall ist, werden alle Beschränkungen in Aktionen begrannt und dann zusammen " +"Fall ist, werden alle Beschränkungen in Aktionen gebacken und dann zusammen " "mit dem Objekt exportiert." msgid "Animation Mode" @@ -139,9 +138,9 @@ msgid "" "Treat all the animations as object actions, so in the exported scene, every " "object would have its own AnimationPlayer and hold its actions." msgstr "" -"Behandeln Sie alle Animationen als Objektaktionen, sodass in der " -"exportierten Szene jedes Objekt seinen eigenen AnimationPlayer hat und seine " -"Aktionen enthält." +"Behandelt alle Animationen als Objektaktionen, sodass in der exportierten " +"Szene jedes Objekt seinen eigenen AnimationPlayer hat und seine Aktionen " +"enthält." msgid "**Mode 'Scene Animation'**" msgstr "**Modus 'Szenenanimation'**" @@ -151,10 +150,10 @@ msgid "" "Blender's timeline, this is what you want. In this mode, all the animations " "in the scene are placed in just one AnimationPlayer in the scene root." msgstr "" -"Wenn Sie möchten, dass Ihre Animation dasselbe Ergebnis erzeugt wie das " -"Abspielen auf der Zeitachse von Blender, dann ist dies genau das, was Sie " +"Wenn Sie möchten, dass Ihre Animation dasselbe Ergebnis erzeugt, wie das " +"Abspielen auf der Zeitleiste von Blender, dann ist dies genau das, was Sie " "wollen. In diesem Modus werden alle Animationen in der Szene in nur einem " -"AnimationPlayer in der Wurzel-Szene platziert." +"AnimationPlayer in der Root-Szene platziert." msgid "**Mode 'Animation as Action with Squash'**" msgstr "**Modus 'Animation als Aktion mit Squash'**" @@ -167,8 +166,8 @@ msgid "" "AnimationPlayer." msgstr "" "Dieser Modus hat ein sehr ähnliches Verhalten wie der Modus 'Animation als " -"Aktion', aber er kann weniger AnimationPlayer erzeugen; Objekte in Eltern-" -"Kind-Beziehung würden ihren AnimationPlayer teilen. Er ist nützlich, wenn " +"Aktion', aber er kann weniger AnimationPlayers erzeugen; Objekte in Parent-" +"Child-Beziehung würden ihren AnimationPlayer teilen. Das ist nützlich, wenn " "Sie mehrere Rigs haben und jedes Skelett und Mesh Aktionen hat; dann würde " "ein Rig nur einen AnimationPlayer haben." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po index a0a1e93ce9..359df87df3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -36,7 +36,7 @@ msgid "" msgstr "" "Dieses Plugin kann zum Exportieren von Blender-Szenen in ein Godot-" "spezifisches Szenenformat namens ESCN verwendet werden, das TSCN " -"(Textformat) ähnelt, jedoch aus Gründen der Leistung als binäres SCN " +"(Textformat) ähnelt, jedoch aus Gründen der Performance als binäres SCN " "importiert wird." msgid "Details on exporting" @@ -51,7 +51,7 @@ msgid "" "scene. This can be set in the outliner:" msgstr "" "Manchmal möchten Sie nicht, dass einige Objekte exportiert werden (z.B. " -"hochauflösende Modelle zum brennen). Ein Objekt wird nicht exportiert, wenn " +"hochauflösende Modelle zum Backen). Ein Objekt wird nicht exportiert, wenn " "es nicht in der Szene gerendert wird. Dies kann im Outliner eingestellt " "werden:" @@ -59,13 +59,12 @@ msgid "" "Objects hidden in the viewport will be exported, but will be hidden in the " "Godot scene." msgstr "" -"Im Ansichtsfenster ausgeblendete Objekte werden exportiert, jedoch in der " -"Godot-Szene ausgeblendet." +"Im Viewport ausgeblendete Objekte werden exportiert, jedoch in der Godot-" +"Szene ausgeblendet." msgid "Build pipeline integration" -msgstr "Eine Pipeline-Integration erstellen" +msgstr "Build-Pipeline-Integration" -#, fuzzy msgid "" "If you have hundreds of model files, you don't want your artists to waste " "time manually exporting their blend files. To combat this, the exporter " @@ -76,13 +75,14 @@ msgid "" "`__." msgstr "" "Wenn Sie Hunderte von Modelldateien haben, möchten Sie nicht, dass Ihre " -"Künstler Zeit damit verschwenden, ihre Blenddateien manuell zu exportieren. " -"Um dem entgegenzuwirken, stellt der Exporter eine Python-Funktion " -"``io_scene_godot.export(out_file_path)`` zur Verfügung, die aufgerufen " -"werden kann, um eine Datei zu exportieren. Dies ermöglicht eine einfache " -"Integration mit anderen Buildsystemen. Ein Beispiel-Makefile und ein Python-" -"Skript, das alle Blends in einem Verzeichnis exportiert, sind im Godot-" -"Blender-Exporter-Repository vorhanden." +"Künstler Zeit damit verschwenden, ihre Blend-Dateien manuell zu exportieren. " +"Um dies zu verhindern, bietet der Exporter eine Python-Funktion " +"``io_scene_godot.export(out_file_path)``, die zum Exportieren einer Datei " +"aufgerufen werden kann. Dies ermöglicht eine einfache Integration mit " +"anderen Build-Systemen. Ein Beispiel-Makefile und ein Python-Skript, das " +"alle Blends in einem Verzeichnis exportiert, befinden sich im `godot-blender-" +"exporter repository `__." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po index 5eaa9df3b7..5f4462539a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "" "performance issues in Godot." msgstr "" "Standardmäßig sind für Lampen in Blender Schatten aktiviert. Dies kann zu " -"Leistungsproblemen in Godot führen." +"Performance-Problemen in Godot führen." msgid "" "Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " @@ -50,10 +50,10 @@ msgid "" "clamped by the attenuation distance. To most closely match between the " "viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" msgstr "" -"In Blender scheint ein Licht bis ins Unendliche. In Godot wird es durch den " -"Dämpfungsabstand geclampt. Um eine möglichst genaue Übereinstimmung zwischen " -"dem Sichtfenster und Godot zu erreichen, aktivieren Sie das Kontrollkästchen " -"\"Sphäre\". (Grün hervorgehoben)" +"In Blender strahlt eine Lichtquelle das Licht bis ins Unendliche. In Godot " +"wird es durch den Dämpfungsabstand geclampt. Um eine möglichst genaue " +"Übereinstimmung zwischen dem Viewport und Godot zu erreichen, aktivieren Sie " +"die Checkbox \"Kugel\". (Grün hervorgehoben)" msgid "" "Light attenuation models differ between Godot and Blender. The exporter " @@ -69,13 +69,13 @@ msgid "" "same." msgstr "" "Spotlight-Winkelabschwächungsmodelle unterscheiden sich auch zwischen Godot " -"und Blender. Der Exporter versucht, sie ähnlich zu machen, aber es sieht " -"nicht immer gleich aus." +"und Blender. Der Exporter versucht, sie anzugleichen, aber das sieht nicht " +"immer gleich aus." msgid "" "There is no difference between buffer shadow and ray shadow in the export." msgstr "" -"Beim Export gibt es keinen Unterschied zwischen Bufferschatten und " +"Beim Export gibt es keinen Unterschied zwischen Pufferschatten und " "Strahlenschatten." msgid "Translation status" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po index 2c4454c85e..9f65b63036 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -30,13 +30,12 @@ msgid "" "means that you cannot see your model with the material applied inside " "Blender." msgstr "" -"Eine Möglichkeit, wie der Exporteur mit Materialien umgehen kann besteht " -"darin zu versuchen, das Blender-Material mit einem vorhandenen Godot-" +"Eine Möglichkeit, wie der Exporter mit Materialien umgehen kann, besteht " +"darin, zu versuchen, das Blender-Material mit einem vorhandenen Godot-" "Material abzugleichen. Dies hat den Vorteil, dass Sie alle Features des " "Materialsystems von Godot nutzen können. Dies bedeutet jedoch, dass Sie Ihr " "Modell mit dem in Blender angewendeten Material nicht sehen können." -#, fuzzy msgid "" "To do this, the exporter attempts to find Godot materials with names that " "match those of the material name in Blender. So if you export an object in " @@ -47,22 +46,22 @@ msgid "" "Blender." msgstr "" "Zu diesem Zweck versucht der Exporter, Godot-Materialien mit Namen zu " -"finden, die mit denen des Materialnamens in Blender übereinstimmen. Wenn Sie " -"also ein Objekt in Blender mit dem Materialnamen ``PurpleDots`` exportieren, " -"sucht der Exporter nach der Datei ``PurpleDots.tres`` und ordnet sie dem " -"Objekt zu. Handelt es sich bei dieser Datei nicht um ein ``SpatialMaterial`` " -"oder ``ShaderMaterial`` oder kann sie nicht gefunden werden, dann greift der " -"Exporteur auf den Export des Materials aus Blender zurück." +"finden, die mit dem Materialnamen in Blender übereinstimmen. Wenn Sie also " +"ein Objekt in Blender mit dem Materialnamen ``PurpleDots`` exportieren, wird " +"der Exporter nach der Datei ``PurpleDots.tres`` suchen und sie dem Objekt " +"zuweisen. Ist diese Datei kein ``StandardMaterial3D`` oder " +"``ShaderMaterial`` oder kann sie nicht gefunden werden, dann wird der " +"Exporter auf den Export des Materials aus Blender zurückgreifen." msgid "" "Where the exporter searches for the ``.tres`` file is determined by the " "\"Material Search Paths\" option:" msgstr "" -"Wo der Exporter nach der ``.tres`` Datei sucht, wird durch die \"Material " -"Search Paths\" Option bestimmt:" +"An welcher Stelle der Exporter nach der Datei ``.tres`` sucht, wird durch " +"die Option \"Material Search Paths\" bestimmt:" msgid "This can take the value of:" -msgstr "Das kann den Wert annehmen von:" +msgstr "Das kann folgende Werte annehmen:" msgid "" "Project Directory - Attempts to find the ``project.Godot`` and recursively " @@ -72,7 +71,7 @@ msgid "" msgstr "" "Projektverzeichnis - Versucht das ``project.Godot`` zu finden und sucht " "rekursiv durch Unterverzeichnisse. Wenn ``project.Godot`` nicht gefunden " -"wird, wirt ein Fehler ausgegeben. Das ist nützlich für die Projekte, bei " +"wird, wird ein Fehler ausgegeben. Das ist nützlich für die Projekte, bei " "denen Namenskonflikte unwahrscheinlich sind." msgid "" @@ -81,14 +80,13 @@ msgid "" "names and need more control over what material gets assigned." msgstr "" "Exportverzeichnis - Suchen Sie nach Materialien in Unterverzeichnissen des " -"Exportortes. Dies ist nützlich für Projekte, bei denen Sie möglicherweise " +"Export-Ortes. Dies ist nützlich für Projekte, bei denen Sie möglicherweise " "doppelte Materialnamen haben und mehr Kontrolle darüber benötigen, welches " "Material zugewiesen wird." msgid "None - Do not search for materials. Export them from the Blender file." msgstr "" -"Keine - Suchen Sie nicht nach Materialien. Exportieren Sie sie aus der " -"Blender-Datei." +"Keine - Sucht nicht nach Materialien. Exportiert sie aus der Blender-Datei." msgid "Export of Cycles/EEVEE materials" msgstr "Export von Cycles/EEVEE-Materialien" @@ -98,10 +96,10 @@ msgid "" "node tree to Godot Shader Material. Note that some of the Shader Node are " "not supported yet due to difficulties in implementation, which are:" msgstr "" -"Der Exporter hat eine primitive Unterstützung für die Konvertierung von " -"Cycles/EEVEE-Materialnodebaum in Godot-Shader-Material. Beachten Sie, dass " -"einige der Shader-Nodes aufgrund von Schwierigkeiten bei der Implementierung " -"noch nicht unterstützt werden:" +"Der Exporter hat eine primitive Unterstützung für die Konvertierung eines " +"Cycles/EEVEE-Material-Node-Baums in ein Godot-Shader-Material. Beachten Sie, " +"dass einige der Shader-Nodes aufgrund von Schwierigkeiten bei der " +"Implementierung noch nicht unterstützt werden:" msgid "all the ``noisy textures``" msgstr "alle ``noisy textures``" @@ -117,7 +115,7 @@ msgid "" "``add shader`` and ``mix shader``" msgstr "" "Shader-Nodes außer ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " -"``add shader`` und ``Mix Shader``" +"``add shader`` und ``mix shader``" msgid "" "If possible, try to use PrincipledBSDF node with GGX distribution as the " @@ -126,19 +124,18 @@ msgid "" msgstr "" "Versuchen Sie nach Möglichkeit den PrincipledBSDF-Node mit der GGX-Version " "als Ausgabe-Shader-Node zu verwenden. Dies ist der einzige, der garantiert " -"sehr genau ist. Andere basieren nur auf Annäherung." +"exakt korrekt ist. Andere basieren nur auf Annäherung." -#, fuzzy msgid "" "Sometimes materials may not be valid for exporting (e.g. has some " "unsupported node) or it is using Blender Internal Engine, only the diffuse " "color and a few flags (e.g. unshaded) are exported and form a " "StandardMaterial3D." msgstr "" -"Manchmal kann es sein, dass Materialien für den Export nicht gültig sind (z." -"B. hat einige nicht unterstützte Knoten) oder es wird die Blender Internal " -"Engine verwendet, nur die diffuse Farbe und ein paar Flags (z.B. " -"ungeschattet) werden exportiert und bilden ein Spatial Material." +"Manchmal kann es vorkommen, dass Materialien nicht exportiert werden können " +"(z.B. weil sie einen nicht unterstützten Node haben) oder weil sie die " +"Blender Internal Engine benutzen, dann werden nur die diffuse Farbe und ein " +"paar Flags (z.B. unshaded) exportiert und bilden ein StandardMaterial3D." msgid "Generate external materials" msgstr "Externe Materialien erzeugen" @@ -148,9 +145,9 @@ msgid "" "internal to the ``escn`` file. There is an option which could enable " "generating external ``.material`` file when the ``escn`` file opens in Godot." msgstr "" -"Die Standardkonfiguration des Material-Exports würde alle Materialien intern " -"in der ``escn`` Datei behalten. Es gibt eine Option, welche die Erzeugung " -"einer externen ``.material`` Datei aktivieren könnte, wenn die ``escn`` " +"Die Default-Konfiguration des Material-Exports würde alle Materialien intern " +"in der ``escn``-Datei behalten. Es gibt eine Option, welche die Erzeugung " +"einer externen ``.material``-Datei aktivieren könnte, wenn die ``escn``-" "Datei in Godot geöffnet wird." msgid "" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po index c1bc76579c..cf3f8b3331 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,20 +27,20 @@ msgid "" "There is an exporting option :code:`Apply Modifiers` to control whether mesh " "modifiers are applied to the exported mesh." msgstr "" -"Es gibt eine Exportoption :code:`Apply Modifiers` um zu steuern, ob Mesh-" -"Modifikatoren auf das exportierte Mesh angewendet werden." +"Es gibt eine Exportoption :code:`Modifizierer Anwenden` um zu steuern, ob " +"Mesh-Modifizierer auf das exportierte Mesh angewendet werden." msgid "Shape Key" -msgstr "Formschlüssel" +msgstr "Shape-Key" msgid "" "Exporting mesh shape key is supported, however exporting each shape key is " "almost like exporting the mesh again, so don't be surprised it takes a " "relatively long time." msgstr "" -"Das Exportieren des Mesh-Formschlüssels wird unterstützt. Das Exportieren " -"jedes Formschlüssels ähnelt jedoch fast dem erneuten Exportieren des Meshes. " -"Seien Sie also nicht überrascht, wenn dies relativ lange dauert." +"Das Exportieren des Mesh-Shape-Keys wird unterstützt. Das Exportieren jedes " +"Shape-Keys ähnelt jedoch fast dem erneuten Exportieren des Meshes. Seien Sie " +"also nicht überrascht, wenn dies relativ lange dauert." msgid "" "A lot of modifiers are not compatible with shape keys (e.g. subsurface " @@ -50,14 +50,14 @@ msgid "" "github.com/godotengine/godot-blender-exporter/issues>`__, which helps to " "develop the exporter to have a more precise check of modifiers." msgstr "" -"Viele Modifikatoren sind nicht mit Formschlüsseln kompatibel (z.B. " -"Modifikator unter der Oberfläche). Wenn Sie also festgestellt haben, dass " -"falsche Formschlüssel exportiert wurden, deaktivieren Sie :code:" -"`Modifikatoren anwenden` und führen Sie den Export erneut durch. Außerdem " -"lohnt es sich den inkompatiblen Modifikator der `Problemliste `__ zu melden, was dazu " -"beiträgt den Exporteur weiter zu entwickeln, um einer genaueren Überprüfung " -"der Modifikatoren zu erlauben." +"Viele Modifizierer sind nicht mit Shape-Keys kompatibel (z.B. Subsurface-" +"Modifizierer). Wenn Sie also festgestellt haben, dass falsche Shape-Key " +"exportiert wurden, deaktivieren Sie :code:`Modifizierer anwenden` und führen " +"Sie den Export erneut durch. Außerdem lohnt es sich, den inkompatiblen " +"Modifizierer der `Issue-Liste `__ zu melden, was dazu beiträgt, den Exporter " +"weiterzuentwickeln, um eine genauere Überprüfung der Modifizierer zu " +"erlauben." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po index 8d34d9393b..c14d829337 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,39 +18,38 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Physics properties" -msgstr "Physikalische Eigenschaften" +msgstr "Physik-Propertys" msgid "" "Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " "physics tab:" msgstr "" -"Das Exportieren von Physikeigenschaften erfolgt durch Aktivieren von \"Rigid " -"Body\" in der Registerkarte \"physics\" von Blender:" +"Das Exportieren von Physik-Propertys erfolgt durch Aktivieren von \"Rigid " +"Body\" im Physik-Tab von Blender:" -#, fuzzy msgid "" "By default, a single Blender object with rigid body enabled will export as " "three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance3D." msgstr "" "Standardmäßig wird ein einzelnes Blender-Objekt mit aktiviertem Rigid Body " -"als drei Nodes exportiert: ein PhysicsBody, ein CollisionShape und eine Mesh-" -"Instanz." +"als drei Nodes exportiert: ein PhysicsBody, ein CollisionShape und ein " +"MeshInstance3D." msgid "Body type" -msgstr "Körpertyp" +msgstr "Body-Typ" msgid "" "Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. " "These turn into Static and RigidBody nodes. To create a kinematic body, " "enable the \"animated\" checkbox on an \"Active\" body:" msgstr "" -"Blender hat nur das Konzept der \"aktiven\" und \"passiven\" Rigid Bodies. " +"Blender kennt nur das Konzept der \"aktiven\" und \"passiven\" Rigid Bodies. " "Diese werden zu Static- und RigidBody-Nodes. Um einen kinematischen Körper " "zu erstellen, aktivieren Sie das Kontrollkästchen \"animiert\" bei einem " "\"aktiven\" Körper:" msgid "Collision shapes" -msgstr "Kollisionsformen" +msgstr "Collision Shapes" msgid "" "Many of the parameters for collision shapes are missing from Blender, and " @@ -58,10 +57,10 @@ msgid "" "the options in Blender's rigid body collision and rigid body dynamics " "interfaces are supported:" msgstr "" -"Viele der Parameter für Kollisionsformen fehlen in Blender, und viele der " -"Kollisionsformen sind auch nicht vorhanden. Es werden jedoch fast alle " -"Optionen in Blenders Schnittstellen für Starrkörperkollision und " -"Starrkörperdynamik unterstützt:" +"Viele der Parameter für Collision-Shapes fehlen in Blender, und viele der " +"Collision-Shapes sind auch nicht vorhanden. Es werden jedoch fast alle " +"Optionen in den Blender-Schnittstellen für Rigid Body-Kollision und Rigid " +"Body-Dynamik unterstützt:" msgid "There are the following caveats:" msgstr "Es gibt die folgenden Einschränkungen:" @@ -71,7 +70,7 @@ msgid "" "Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " "and Godot" msgstr "" -"Nicht alle Kollisionsformen werden unterstützt. Nur ``Mesh``, ``Convex " +"Nicht alle Collision-Shapes werden unterstützt. Nur ``Mesh``, ``Convex " "Hull``, ``Capsule``, ``Sphere`` und ``Box`` werden sowohl in Blender als " "auch in Godot unterstützt" @@ -91,10 +90,10 @@ msgid "" "rigid body enabled. The physics properties are taken from the parent-most " "rigid body, and the rest are used as collision shapes." msgstr "" -"Um zusammengesetzte physikalische Formen zu erstellen, überlagern Sie " -"mehrere Objekte mit aktiviertem Rigid Body. Die physikalischen Eigenschaften " -"werden dem übergeordneten Rigid Body entnommen, und die übrigen werden als " -"Kollisionsformen verwendet." +"Um zusammengesetzte Physik-Shapes zu erstellen, überlagern Sie mehrere " +"Objekte mit aktiviertem Rigid Body. Die Physik-Propertys werden dem " +"übergeordneten Rigid Body entnommen, und die übrigen werden als Collision-" +"Shapes verwendet." msgid "Collision geometry only" msgstr "Nur Kollisionsgeometrie" @@ -107,15 +106,15 @@ msgid "" msgstr "" "Häufig wünschen Sie unterschiedliche Geometrien für Ihre Kollisionsmeshes " "und Ihre grafischen Meshes, aber standardmäßig exportiert der Exporter ein " -"Mesh zusammen mit der Kollisionsform. Um nur die Kollisionsform zu " -"exportieren, setzen Sie den maximalen Zeichnungstyp des Objekts auf Wire:" +"Mesh zusammen mit der Collision-Shape. Um nur die Collision-Shape zu " +"exportieren, setzen Sie den maximalen Zeichnen-Typ des Objekts auf Wire:" msgid "" "This will also influence how the object is shown in Blender's viewport. Most " "of the time, you want your collision geometry to be shown see-through when " "working on the models, so this works out fairly nicely." msgstr "" -"Dies hat auch Einfluss darauf, wie das Objekt im Ansichtsfenster von Blender " +"Dies hat auch Einfluss darauf, wie das Objekt im Viewport von Blender " "angezeigt wird. Meistens möchten Sie, dass Ihre Kollisionsgeometrie bei der " "Arbeit an den Modellen durchsichtig dargestellt wird, also funktioniert dies " "recht gut." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po index 92901aa90a..e80888a5f4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,13 +21,13 @@ msgid "Skeleton" msgstr "Skelett" msgid "Rest Bone" -msgstr "Ruheknochen" +msgstr "Knochen-Ruhepose" msgid "" "Armature object in Blender is exported as a Skeleton node along with rest " "position (transform in Godot) of bones." msgstr "" -"Das Ankerobjekt in Blender wird zusammen mit der Ruheposition " +"Das Armature-Objekt in Blender wird zusammen mit der Standard-Position " "(Transformation in Godot) der Knochen als Skelett-Node exportiert." msgid "" @@ -36,10 +36,10 @@ msgid "" "Blender, so that the exported bone transform be consistent between Blender " "and Godot" msgstr "" -"Die drei Kontrollkästchen :code:`Vererbungsrotation`, :code:" -"`Vererbungsskala`, :code:`Lokaler Standort` (rot gefärbt) müssen beim Aufbau " -"eines Ankers in Blender aktiviert sein, damit die exportierte " -"Knochentransformation zwischen Blender und Godot konsistent ist" +"Die drei Checkboxes :code:`Rotation erben`, :code:`Skalierung erben`, :code:" +"`Lokaler Ort` (rot gefärbt) müssen beim Aufbau einer Armature in Blender " +"aktiviert sein, damit die exportierte Knochentransformation zwischen Blender " +"und Godot konsistent ist" msgid "" "It is important that the mesh is not deformed by bones when exporting in " @@ -48,10 +48,10 @@ msgid "" msgstr "" "Es ist wichtig, dass das Mesh beim Exportieren in Blender nicht durch " "Knochen verformt wird. Stellen Sie sicher, dass das Skelett auf seine T-Pose " -"oder Standard-Ruheposition zurückgesetzt ist." +"oder Default-Standard-Pose zurückgesetzt ist." msgid "Bone Weights" -msgstr "Knochen Gewichte" +msgstr "Knochengewichte" msgid "" "Blender put rigged mesh vertices which has no bone weights at its original " @@ -59,10 +59,10 @@ msgid "" "the mesh deformed. Therefore, the exporter would raise an error for any " "vertex with no bone weights detected in a rigged mesh." msgstr "" -"Blender setzt manipulierte Mesh-Eckpunkte, die an ihrer ursprünglichen " -"Position keine Knochengewichte aufweisen. Diese Eckpunkte werden jedoch in " -"Godot bei (0, 0, 0) platziert, wodurch das Netz deformiert wird. Daher würde " -"der Exporteur einen Fehler für jeden Vertex auslösen, ohne dass in einem " +"Blender setzt geriggte Mesh-Vertices, die an ihrer ursprünglichen Position " +"keine Knochengewichte aufweisen. Diese Vertices werden jedoch in Godot bei " +"(0, 0, 0) platziert, wodurch das Mesh deformiert wird. Daher würde der " +"Exporter einen Fehler für jeden Vertex auslösen, ohne dass in einem " "manipulierten Mesh Knochengewichte erkannt werden." msgid "Non-Deform Bone" @@ -74,18 +74,18 @@ msgid "" "picture." msgstr "" "Beachten Sie, dass der nicht deformierte Knochen als nicht exportiert " -"konfiguriert werden kann, indem :code:`Control Bones ausschließen` aktiviert " -"wird; Das Kontrollkästchen Knochen deformieren ist im Bild dargestellt." +"konfiguriert werden kann, indem :code:`Control-Knochen ausschließen` " +"aktiviert wird; Die Checkbox \"Knochen deformieren\" ist im Bild dargestellt." msgid "Bone Attachment" -msgstr "Knochen Anhang" +msgstr "Bone-Attachment" msgid "" "A bone can be the parent of an object in Blender; this relation is exported " "as a BoneAttachment node in the Godot scene." msgstr "" -"Ein Knochen kann das übergeordnete Element eines Objekts in Blender sein. " -"Diese Beziehung wird als BoneAttachment-Node in der Godot-Szene exportiert." +"Ein Knochen kann das Parent-Element eines Objekts in Blender sein. Diese " +"Beziehung wird als BoneAttachment-Node in der Godot-Szene exportiert." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po index 47f5a3ca46..39cfbbd553 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -30,6 +30,12 @@ msgid "" "such as a CSG mesh blockout for a level, export it to clean it up in a " "program such as Blender, and then bring it back into Godot." msgstr "" +"In Godot ist es möglich, 3D-Szenen als glTF 2.0-Datei zu exportieren. Sie " +"können als glTF Binary (``.glb``-Datei) oder als glTF mit eingebetteten " +"Texturen (``gltf`` + ``.bin`` + Texturen) exportieren. Dies ermöglicht es " +"Ihnen, Szenen in Godot zu erstellen, wie z.B. ein CSG Mesh-Blockout für " +"einen Level, es zu exportieren, um es in einem Programm wie Blender zu " +"säubern, und es dann zurück nach Godot zu bringen." msgid "Only Blender 2.83 and newer can import glTF files exported by Godot." msgstr "" @@ -59,15 +65,17 @@ msgstr "" msgid "ShaderMaterials cannot be exported." msgstr "ShaderMaterials können nicht exportiert werden." -#, fuzzy msgid "No support for exporting 2D scenes." -msgstr "Keine Unterstützung für externe Skript-Editoren." +msgstr "Keine Unterstützung für den Export von 2D-Szenen." msgid "" "3D scenes can be saved at runtime using :ref:`runtime file loading and " "saving `, including from an " "exported project." msgstr "" +"3D-Szenen können zur Laufzeit mit :ref:`Laden und Speichern zur Laufzeit " +"` gespeichert werden, auch " +"aus einem exportierten Projekt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po index aa2743c9aa..e85192fc1c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,22 +18,26 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Import process" -msgstr "Importvorgang" +msgstr "Import-Prozess" -#, fuzzy msgid "Importing assets in Godot" -msgstr "Assets in Godot 3.0+ importieren" +msgstr "Assets in Godot importieren" msgid "" "To import assets in Godot, place your assets (image files, scenes, audio " "files, fonts, etc) directly in the project folder. There are 2 ways to " "achieve this:" msgstr "" +"Um Assets in Godot zu importieren, legen Sie Ihre Assets (Bilddateien, " +"Szenen, Audiodateien, Schriftarten usw.) direkt in den Projektordner. Es " +"gibt 2 Möglichkeiten, dies zu erreichen:" msgid "" "**For any file type:** Copy files manually with your operating system's file " "manager." msgstr "" +"**Für beliebige Dateitypen:** Kopieren Sie Dateien manuell mit dem " +"Dateimanager Ihres Betriebssystems." msgid "" "**For file types that can be imported by Godot:** Drag-and-drop files from " @@ -41,13 +45,18 @@ msgid "" "only works with *resource* file types (i.e. file types that Godot can " "import)." msgstr "" +"**Für Dateitypen, die von Godot importiert werden können:** Ziehen Sie " +"Dateien aus dem Dateimanager des Betriebssystems per Drag&Drop in das " +"Dateisystem-Dock des Editors. Dies funktioniert nur mit *Ressourcen*-" +"Dateitypen (d. h. Dateitypen, die Godot importieren kann)." msgid "" "Godot will automatically import these files internally and keep the imported " "resources hidden in a ``res://.godot/imported/`` folder." msgstr "" +"Godot wird diese Dateien automatisch intern importieren und die importierten " +"Ressourcen in einem ``res://.godot/imported/``-Ordner versteckt halten." -#, fuzzy msgid "" "This means that when trying to access imported assets through code, you need " "to use the :ref:`Resource Loader` as it will " @@ -56,21 +65,21 @@ msgid "" "` class, it will work in the editor, but **it will break " "in the exported project**." msgstr "" -"Dies bedeutet, dass Sie beim Versuch über Code auf importierte Assets " -"zuzugreifen, Folgendes verwenden müssen :ref:`Resource Loader " -"`, damit automatisch berücksichtigt wird wo die " -"internen Dateien gespeichert werden. Wenn Sie versuchen mit der Klasse :ref:" -"`File ` auf ein importiertes Asset zuzugreifen, funktioniert " -"dies im Editor, unterbricht jedoch das exportierte Projekt." +"Das bedeutet, dass Sie, wenn Sie versuchen, über den Code auf importierte " +"Assets zuzugreifen, die Klasse :ref:`Resource Loader` " +"verwenden müssen, da sie automatisch berücksichtigt, wo die internen Dateien " +"gespeichert sind. Wenn Sie versuchen, mit der Klasse :ref:`FileAccess " +"` auf ein importiertes Asset zuzugreifen, wird es im " +"Editor funktionieren, aber **im exportierten Projekt** wird es nicht " +"funktionieren." -#, fuzzy msgid "" "However, the :ref:`Resource Loader` cannot access non-" "imported files. Only the :ref:`FileAccess ` class can." msgstr "" -"Die Ressource :ref:`Resource Loader ` kann auf nicht " -"importierte Dateien jedoch nicht zugreifen, sondern nur die :ref:`File " -"` Klasse kann dies." +"Die Klasse :ref:`Resource Loader` kann jedoch nicht " +"auf nicht-importierte Dateien zugreifen. Nur die Klasse :ref:`FileAccess " +"` kann dies." msgid "Changing import parameters" msgstr "Importparameter ändern" @@ -81,16 +90,17 @@ msgid "" "``.tres``, ``.res``) don't have import options you can select in the Import " "dock." msgstr "" +"Importparameter sind nur in *nicht-nativen* Godot-Ressourcentypen vorhanden. " +"Das bedeutet, dass Godots eigene Szenen- und Ressourcendateiformate (``." +"tscn``, ``.scn``, ``.tres``, ``.res``) keine Importoptionen haben, die Sie " +"im Import-Dock auswählen können." -#, fuzzy msgid "" "To change the import parameters of an asset in Godot, select the relevant " "resource in the FileSystem dock:" msgstr "" -"Um die Importparameter eines Assets in Godot zu ändern (beachten Sie auch " -"hier, dass Importparameter nur in nicht nativen Godot-Ressourcentypen " -"vorhanden sind), wählen Sie die entsprechende Ressource im Dock des " -"Dateisystems aus:" +"Um die Importparameter eines Assets in Godot zu ändern, wählen Sie die " +"entsprechende Ressource im Dateisystem-Dock aus:" msgid "" "After adjusting the parameters, click **Reimport**. Be careful: if you " @@ -98,6 +108,11 @@ msgid "" "changes will be discarded. After clicking **Reimport**, the chosen " "parameters will only be used for this asset and on future reimports." msgstr "" +"Nachdem Sie die Parameter angepasst haben, klicken Sie auf **Neuimport**. " +"Vorsicht: Wenn Sie eine andere Datei im Dateisystem-Dock auswählen, bevor " +"Sie auf **Neuimport** klicken, werden die Änderungen verworfen. Nachdem Sie " +"auf **Neuimport** geklickt haben, werden die gewählten Parameter nur für " +"dieses Asset und für zukünftige Neu-Importe verwendet." msgid "" "Changing the import parameters of several assets at the same time is also " @@ -105,8 +120,8 @@ msgid "" "exposed parameters will apply to all of them when reimporting." msgstr "" "Es ist auch möglich, die Importparameter mehrerer Assets gleichzeitig zu " -"ändern. Wählen Sie einfach alle zusammen im Ressourcendock aus, und die " -"verfügbaren Parameter gelten beim erneuten Importieren für alle." +"ändern. Wählen Sie einfach alle zusammen im Ressourcen-Dock aus, und die " +"angezeigten Parameter gelten beim erneuten Importieren für alle." msgid "Reimporting multiple assets" msgstr "Mehrere Assets erneut importieren" @@ -122,8 +137,8 @@ msgstr "" "dieselben Parameter geändert werden, z.B. das Aktivieren von MipMaps. Es " "sollten jedoch nur diese spezifischen Parameter geändert werden. Wählen Sie " "dazu jedes Asset aus, das Sie erneut in das Dateisystem importieren möchten. " -"Auf der Registerkarte \"Importieren\" befindet sich jetzt links neben jedem " -"Importparameter ein Kontrollkästchen zum aktivieren." +"Im \"Importieren\"-Tab befindet sich jetzt links neben jedem Importparameter " +"eine Checkbox." msgid "" "Select the checkbox of the parameters you want to change on your imported " @@ -131,14 +146,13 @@ msgid "" "button and every selected asset will be reimported with only those " "parameters changed." msgstr "" -"Aktivieren Sie das Kontrollkästchen der Parameter, die Sie für Ihre " -"importierten Assets ändern möchten und ändern Sie die Parameter wie gehabt. " -"Klicken Sie abschließend auf die Schaltfläche \"Neu importieren\". Jedes " -"ausgewählte Asset wird erneut importiert, wobei nur die Parameter geändert " -"werden." +"Aktivieren Sie die Checkbox der Parameter, die Sie für Ihre importierten " +"Assets ändern möchten und ändern Sie die Parameter wie gewohnt. Klicken Sie " +"abschließend auf den \"Neuimport\"-Button. Jedes ausgewählte Asset wird " +"erneut importiert, wobei nur die Parameter geändert werden." msgid "Automatic reimport" -msgstr "Automatischer Reimport" +msgstr "Automatischer Neu-Import" msgid "" "When the MD5 checksum of the source asset changes, Godot will perform an " @@ -146,8 +160,8 @@ msgid "" "asset." msgstr "" "Wenn sich die MD5-Prüfsumme des Quell-Assets ändert, führt Godot einen " -"automatischen Reimport durch, wobei die für dieses bestimmte Asset " -"konfigurierte Voreinstellung angewendet wird." +"automatischen Neu-Import durch, wobei die für dieses bestimmte Asset " +"konfigurierte Vorgabe angewendet wird." msgid "Files generated" msgstr "Erzeugte Dateien" @@ -157,20 +171,22 @@ msgid "" "containing the import configuration." msgstr "" "Beim Importieren wird eine zusätzliche Datei ``.import`` neben der " -"Quelldatei hinzugefügt, ignore-duplicate:die die Importkonfiguration enthält." +"Quelldatei hinzugefügt, in der sich die Importkonfiguration befindet." msgid "" "**Make sure to commit these files to your version control system**, as these " "files contain important metadata." msgstr "" +"**Stellen Sie sicher, dass Sie diese Dateien in Ihr " +"Versionsverwaltungssystem** übertragen, da diese Dateien wichtige Metadaten " +"enthalten." -#, fuzzy msgid "" "Additionally, extra assets will be present in the hidden ``res://.godot/" "imported/`` folder:" msgstr "" -"Zusätzlich werden weitere Assets im versteckten Ordner ``res://.import`` " -"voreingestellt:" +"Zusätzlich werden weitere Assets im versteckten Ordner ``res://.godot/" +"imported/`` vorliegen:" msgid "" "If any of the files present in this folder is erased (or the whole folder), " @@ -181,61 +197,62 @@ msgid "" msgstr "" "Wenn eine der Dateien in diesem Ordner (oder der gesamte Ordner) gelöscht " "wird, wird das Asset oder die Assets automatisch neu importiert. Es wird " -"daher nicht empfohlen, den Ordner ``.godot/`` in das Versionskontrollsystem " -"zu übertragen. Das Festschreiben dieses Ordners kann zwar die Zeit für den " -"Reimport beim Auschecken auf einem anderen Computer verkürzen, erfordert " -"aber erheblich mehr Speicherplatz und Bandbreite." +"daher nicht empfohlen, den Ordner ``.godot/`` in das " +"Versionsverwaltungssystem zu übertragen. Das Committen dieses Ordners kann " +"zwar die Zeit für den Neu-Import beim Auschecken auf einem anderen Computer " +"verkürzen, erfordert aber erheblich mehr Speicherplatz und Bandbreite." msgid "" "The default version control metadata that can be generated on project " "creation will automatically ignore the ``.godot/`` folder." msgstr "" +"Die Default-Metadaten der Versionsverwaltung, die bei der Projekterstellung " +"erzeugt werden können, ignorieren automatisch den Ordner ``.godot/``." msgid "Changing import resource type" -msgstr "Importressourcentyp ändern" +msgstr "Ändern des Importressourcentyps" -#, fuzzy msgid "" "Some source assets can be imported as different types of resources. For " "this, select the relevant type of resource desired then click **Reimport**:" msgstr "" -"Einige Quellressourcen können auf verschiedene Arten von Ressourcen " -"importiert werden. Wählen Sie dazu den gewünschten Ressourcentyp aus und " -"klicken Sie auf \"Reimportieren\":" +"Einige Quell-Assets können als verschiedene Ressourcentypen importiert " +"werden. Wählen Sie dazu den gewünschten Ressourcentyp aus und klicken Sie " +"auf **Neuimport**:" msgid "Changing default import parameters" -msgstr "Standard-Importparameter ändern" +msgstr "Ändern der Default-Importparameter" -#, fuzzy msgid "" "Different types of projects might require different defaults. Changing the " "import options to a predefined set of options can be achieved by using the " "**Preset...** Menu. Besides some resource types offering presets, the " "default settings can be saved and cleared too:" msgstr "" -"Verschiedene Arten von Spielen können unterschiedliche Vorgaben erfordern. " -"Die Änderung der Voreinstellungen pro Projekt kann mit Hilfe des \"Preset.." -"\"-Menüs erreicht werden. Neben einigen Ressourcentypen, die " -"Voreinstellungen anbieten, kann die Voreinstellung auch gespeichert und " -"gelöscht werden:" +"Verschiedene Projekttypen können unterschiedliche Default-Einstellungen " +"erfordern. Das Ändern der Importoptionen auf einen vordefinierten Satz von " +"Optionen kann über das Menü **Vorgabe...** erreicht werden. Neben einigen " +"Ressourcentypen, die Vorgaben anbieten, können auch die " +"Standardeinstellungen gespeichert und gelöscht werden:" msgid "" "The default import parameters for a given resource type can be changed " "project-wide using the **Import Defaults** tab of the Project Settings " "dialog:" msgstr "" +"Die Default-Importparameter für einen bestimmten Ressourcentyp können über " +"den Tab **Import-Default-Werte** des Dialogs Projekteinstellungen " +"projektweit geändert werden:" -#, fuzzy msgid "Further reading" -msgstr "Multi-Threading" +msgstr "Weitere Lektüre" -#, fuzzy msgid "" "This workflow takes a little time to get used to, but it enforces a more " "correct way to deal with resources." msgstr "" -"Dies ist ein sehr einfacher Arbeitsablauf, an den man sich sehr schnell " -"gewöhnt. Es erzwingt auch einen korrekteren Umgang mit Ressourcen." +"Dieser Workflow ist etwas gewöhnungsbedürftig, gewährleistet aber einen " +"korrekteren Umgang mit Ressourcen." msgid "" "There are many types of assets available for import. Continue reading to " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po index f2ff846ee6..fc2295f4e5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,9 +17,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Available 3D formats" -msgstr "Dateiformate" +msgstr "Verfügbare 3D-Formate" msgid "" "When dealing with 3D assets, Godot has a flexible and configurable importer." @@ -27,106 +26,106 @@ msgstr "" "Beim Umgang mit 3D-Assets verfügt Godot über einen flexiblen und " "konfigurierbaren Importer." -#, fuzzy msgid "" "Godot works with *scenes*. This means that the entire scene being worked on " "in your favorite 3D modeling software will be transferred as close as " "possible." msgstr "" -"Godot arbeitet mit *Szenen*. Das bedeutet, dass die gesamte Szene, die in " -"Ihrem bevorzugten 3D-DCC bearbeitet wird, so nah wie möglich übertragen wird." +"Godot arbeitet mit *Szenen*. Das bedeutet, dass die gesamte Szene, an der " +"Sie in Ihrer bevorzugten 3D-Modellierungssoftware arbeiten, so exakt wie " +"möglich übertragen wird." msgid "Godot supports the following 3D *scene file formats*:" -msgstr "Godot unterstützt die folgenden 3D *Szenen Datei Formate*:" +msgstr "Godot unterstützt die folgenden 3D-*Szenen-Dateiformate*:" -#, fuzzy msgid "" "glTF 2.0 **(recommended)**. Godot has support for both text (``.gltf``) and " "binary (``.glb``) formats." msgstr "" -"glTF 2.0 **(empfohlen)**. Godot bietet volle Unterstützung für Text- (``." -"gltf``) und Binärformate (``.glb``)." +"glTF 2.0 **(empfohlen)**. Godot unterstützt sowohl das Text- (``.gltf``) als " +"auch das Binärformat (``.glb``)." msgid "" "``.blend`` (Blender). This works by calling Blender to export to glTF in a " "transparent manner (requires Blender to be installed)." msgstr "" +"``.blend`` (Blender). Dies funktioniert, indem Blender aufgerufen wird, um " +"auf transparente Weise nach glTF zu exportieren (Blender muss installiert " +"sein)." -#, fuzzy msgid "DAE (COLLADA), an older format that is supported." -msgstr "DAE (COLLADA), ein älteres Format, das vollständig unterstützt wird." +msgstr "DAE (COLLADA), ein älteres Format, das unterstützt wird." -#, fuzzy msgid "" "OBJ (Wavefront) format + their MTL material files. This is also supported, " "but pretty limited given the format's limitations (no support for pivots, " "skeletons, animations, UV2, PBR materials, ...)." msgstr "" -"OBJ (Wavefront)-Format + ihre MTL-Materialdateien. Dieses wird ebenfalls " -"vollständig unterstützt, ist aber ziemlich eingeschränkt (keine " -"Unterstützung für Pivots, Skelette, Animationen, PBR-Materialien, ...)." +"OBJ (Wavefront)-Format + deren MTL Materialdateien. Dies wird auch " +"unterstützt, aber ziemlich begrenzt angesichts der Einschränkungen des " +"Formats (keine Unterstützung für Pivot-Punkte, Skelette, Animationen, UV2, " +"PBR-Materialien, ...)." -#, fuzzy msgid "" "FBX, supported via `FBX2glTF `__ " "integration. This requires installing an external program that links against " "the proprietary FBX SDK, so we recommend using other formats listed above " "(if suitable for your workflow)." msgstr "" -"FBX wird mit Open Asset ImportLlibrary unterstützt. Allerdigs ist es " -"propritär, so dass wir empfehlen ein anderes Format aus der obigen Liste zu " -"verwenden, wenn es für Ihren Workflow geeignet ist." +"FBX, unterstützt durch `FBX2glTF `__-Integration. Dies erfordert die Installation eines externen " +"Programms, das mit dem proprietären FBX-SDK verknüpft ist. Wir empfehlen " +"daher die Verwendung anderer oben aufgeführter Formate (sofern sie für Ihren " +"Workflow geeignet sind)." -#, fuzzy msgid "" "Copy the scene file together with the textures and mesh data (if separate) " "to the project repository, then Godot will do a full import when focusing " "the editor window." msgstr "" -"Kopieren Sie einfach die Szenendatei zusammen mit der Textur in das Projekt-" -"Repository, und Godot führt einen vollständigen Import durch." +"Kopieren Sie die Szenendatei zusammen mit den Texturen und Mesh-Daten (falls " +"separat) in das Projekt-Repository, dann wird Godot einen vollständigen " +"Import durchführen, wenn das Editorfenster fokussiert wird." -#, fuzzy msgid "Exporting glTF 2.0 files from Blender (recommended)" -msgstr "Exportiere glTF 2.0 Dateien von Blender" +msgstr "Exportieren von glTF 2.0-Dateien aus Blender (empfohlen)" -#, fuzzy msgid "There are 3 ways to export glTF files from Blender:" -msgstr "" -"Es gibt zwei Möglichkeiten, ein Projekt für einen Server zu exportieren:" +msgstr "Es gibt 3 Möglichkeiten, glTF-Dateien aus Blender zu exportieren:" msgid "As a glTF binary file (``.glb``)." -msgstr "" +msgstr "Als glTF-Binärdatei (``.glb``)." msgid "As a glTF text-based file with embedded binary data (``.gltf`` file)" msgstr "" +"Als textbasierte glTF-Datei mit eingebetteten Binärdaten (``.gltf``-Datei)" msgid "" "As a glTF text-based file with separate binary data and textures (``.gltf`` " "file + ``.bin`` file + textures)." msgstr "" +"Als textbasierte glTF-Datei mit separaten Binärdaten und Texturen (``.gltf``-" +"Datei + ``.bin``-Datei + Texturen)." -#, fuzzy msgid "" "glTF binary files (``.glb``) are the smallest of the three options. They " "include the mesh and textures set up in Blender. When brought into Godot the " "textures are part of the object's material file." msgstr "" -"glTF-Binärdateien sind die kleinste der drei Optionen. Sie enthalten das " -"Mesh und die Texturen, die in Blender erstellt wurden. Wenn sie nach Godot " -"gebracht werden, sind die Texturen Teil der Materialdatei des Objekts." +"glTF-Binärdateien (``.glb``) sind die kleinste der drei Optionen. Sie " +"enthalten das Mesh und die Texturen, die in Blender eingerichtet wurden. " +"Wenn sie in Godot übernommen werden, sind die Texturen Teil der " +"Materialdatei des Objekts." -#, fuzzy msgid "" "glTF embedded files (``.gltf``) function the same way as binary files. They " "don't provide extra functionality in Godot, and shouldn't be used since they " "have a larger file size." msgstr "" -"Eingebettete glTF-Dateien funktionieren auf dieselbe Weise wie Binärdateien. " -"Sie bieten keine zusätzliche Funktionalität in Godot und sollten nicht " -"verwendet werden, da sie eine größere Dateigröße haben." +"Eingebettete glTF-Dateien (``.gltf``) funktionieren auf die gleiche Weise " +"wie Binärdateien. Sie bieten keine zusätzlichen Funktionen in Godot und " +"sollten nicht verwendet werden, da sie eine größere Dateigröße haben." -#, fuzzy msgid "" "There are two reasons to use glTF with the textures separate. One is to have " "the scene description in a text based format and the binary data in a " @@ -135,13 +134,13 @@ msgid "" "files separate from the material file. If you don't need either of those, " "glTF binary files are fine." msgstr "" -"Es gibt zwei Gründe, glTF mit getrennten Texturen zu verwenden. Einer ist, " -"die Szenenbeschreibung in einem textbasierten Format und die Binärdaten in " -"einer separaten Binärdatei zu haben. Dies kann für die Versionskontrolle " -"nützlich sein, wenn Sie Änderungen in einem textbasierten Format überprüfen " -"möchten. Das zweite ist, dass Sie die Texturdateien getrennt von der " -"Materialdatei benötigen. Wenn Sie keine dieser beiden glTF-Binärdateien " -"benötigen, sind sie in Ordnung." +"Es gibt zwei Gründe, glTF mit separaten Texturen zu verwenden. Zum einen " +"kann man die Szenenbeschreibung in einem textbasierten Format und die " +"Binärdaten in einer separaten Binärdatei haben. Dies kann für die " +"Versionsverwaltung nützlich sein, wenn Sie Änderungen in einem textbasierten " +"Format überprüfen wollen. Die zweite Möglichkeit ist, dass Sie die " +"Texturdateien getrennt von der Materialdatei benötigen. Wenn Sie keines von " +"beidem benötigen, sind glTF-Binärdateien in Ordnung." msgid "" "The glTF import process first loads the glTF file's data into an in-memory " @@ -150,11 +149,19 @@ msgid "" "The export process is the reverse of this, a Godot scene is converted to a " "GLTFState class, then the glTF file is generated from that." msgstr "" +"Der glTF-Importprozess lädt zunächst die Daten der glTF-Datei in eine " +"speicherinterne GLTFState-Klasse. Diese Daten werden dann verwendet, um eine " +"Godot-Szene zu erzeugen. Beim Import von Dateien zur Laufzeit kann diese " +"Szene direkt in den Baum eingefügt werden. Der Exportvorgang verläuft " +"umgekehrt: eine Godot-Szene wird in eine GLTFState-Klasse umgewandelt, aus " +"der dann die glTF-Datei erzeugt wird." msgid "" "Diagram explaining the runtime import and export process for glTF files in " "Godot" msgstr "" +"Diagramm zur Erläuterung des Laufzeit-Import- und Exportprozesses für glTF-" +"Dateien in Godot" msgid "" "When importing glTF files in the editor, there are two more steps. After " @@ -163,9 +170,16 @@ msgid "" "dock and the Advanced Import Settings dialog. This is then saved as a Godot " "scene file, which is what gets used when you run/export your game." msgstr "" +"Beim Importieren von glTF-Dateien im Editor gibt es zwei weitere Schritte. " +"Nach der Erzeugung der Godot-Szene wird die Klasse ResourceImporterScene " +"verwendet, um zusätzliche Importeinstellungen anzuwenden, einschließlich der " +"Einstellungen, die Sie über das Import-Dock und den Dialog Erweiterte " +"Importeinstellungen festgelegt haben. Diese wird dann als Godot-Szenendatei " +"gespeichert, die verwendet wird, wenn Sie Ihr Spiel ausführen/exportieren." msgid "Diagram explaining the editor import process for glTF files in Godot" msgstr "" +"Diagramm zur Erläuterung des Editor-Importprozesses für glTF-Dateien in Godot" msgid "" "If your model contains blend shapes (also known as \"shape keys\" and " @@ -173,18 +187,25 @@ msgid "" "Only** needs to be configured to **Enabled** under the Animation export " "configurations." msgstr "" +"Wenn Ihr Modell Blend-Shapes (auch bekannt als \"Shape Keys\" und \"Morph " +"Targets\") enthält, muss die glTF-Exporteinstellung **Nur Deformations-" +"Knochen exportieren** unter den Animations-Exportkonfigurationen auf " +"**Aktiviert** gesetzt werden." msgid "Exporting non-deforming bones anyway will lead to incorrect shading." msgstr "" +"Das Exportieren von nicht deformierten Knochen führt ohnehin zu falschem " +"Shading." -#, fuzzy msgid "" "Blender versions older than 3.2 do not export emissive textures with the " "glTF file. If your model uses one and you're using an older version of " "Blender, it must be brought in separately." msgstr "" -"Blender exportiert keine emissiven Texturen mit der glTF-Datei. Wenn Ihr " -"Model eine solche verwendet, muss sie separat eingebracht werden." +"Blender-Versionen, die älter als 3.2 sind, exportieren keine emissiven " +"Texturen mit der glTF-Datei. Wenn dein Modell eine solche Textur verwendet " +"und Sie eine ältere Version von Blender benutzt, muss sie separat importiert " +"werden." msgid "" "By default, Blender has backface culling disabled on materials and will " @@ -194,15 +215,25 @@ msgid "" "being culled by other faces. To resolve this, enable **Backface Culling** in " "Blender's Materials tab, then export the scene to glTF again." msgstr "" +"Standardmäßig hat Blender Backface Culling bei Materialien deaktiviert und " +"exportiert Materialien so, wie sie in Blender gerendert werden. Das " +"bedeutet, dass Materialien in Godot ihren Cull-Modus auf **Deaktiviert** " +"gesetzt haben. Dies kann die Performance beeinträchtigen, da Rückseiten " +"gerendert werden, auch wenn sie von anderen Flächen gecullt werden. Um " +"dieses Problem zu beheben, aktivieren Sie **Backface Culling** in Materials-" +"Tab von Blender und exportieren Sie die Szene dann wieder nach glTF." msgid "Importing ``.blend`` files directly within Godot" -msgstr "" +msgstr "Importieren von ``.blend``-Dateien direkt in Godot" msgid "" "This functionality requires Blender 3.0 or later. For best results, we " "recommend using Blender 3.5 or later, as it includes many fixes to the glTF " "exporter." msgstr "" +"Diese Funktion erfordert Blender 3.0 oder höher. Für beste Ergebnisse " +"empfehlen wir die Verwendung von Blender 3.5 oder höher, da es viele " +"Korrekturen für den glTF-Exporter enthält." msgid "" "It is **strongly** recommended to use an official Blender release downloaded " @@ -210,12 +241,20 @@ msgid "" "This avoids any issues related to packaging, such as different library " "versions that can cause incompatibilities or sandboxing restrictions." msgstr "" +"Es wird **stark** empfohlen, eine offizielle Blender-Version zu verwenden, " +"die von blender.org heruntergeladen wurde, anstatt eines Pakets einer Linux-" +"Distribution oder Flatpak. Dies vermeidet alle Probleme im Zusammenhang mit " +"dem Packaging, wie unterschiedliche Bibliotheksversionen, die " +"Inkompatibilitäten oder Sandboxing-Einschränkungen verursachen können." msgid "" "From Godot 4.0 onwards, the editor can directly import ``.blend`` files by " "calling `Blender `__'s glTF export functionality " "in a transparent manner." msgstr "" +"Ab Godot 4.0 kann der Editor ``.blend``-Dateien direkt importieren, indem er " +"die glTF-Exportfunktion von `Blender `__ auf " +"transparente Weise aufruft." msgid "" "This allows you to iterate on your 3D scenes faster, as you can save the " @@ -223,6 +262,11 @@ msgid "" "When working with version control, this is also more efficient as you no " "longer need to commit a copy of the exported glTF file to version control." msgstr "" +"So können Sie Ihre 3D-Szenen schneller bearbeiten, denn Sie können die Szene " +"in Blender speichern, per Alt-Tab zurück zu Godot wechseln und Ihre " +"Änderungen sofort sehen. Wenn Sie mit einer Versionsverwaltung arbeiten, ist " +"dies auch effizienter, da Sie nicht mehr eine Kopie der exportierten glTF-" +"Datei an die Versionsverwaltung übergeben müssen." msgid "" "To use ``.blend`` import, you must install Blender before opening the Godot " @@ -232,21 +276,36 @@ msgid "" "the directory containing the Blender executable in the Editor Settings " "(**Filesystem > Import > Blender > Blender 3 Path**)." msgstr "" +"Um den ``.blend``-Import zu verwenden, müssen Sie Blender installieren, " +"bevor Sie den Godot-Editor öffnen (wenn Sie ein Projekt öffnen, das bereits " +"``.blend``-Dateien enthält). Wenn Sie Blender an seinem Default-Ort " +"installiert lassen, sollte Godot in der Lage sein, seinen Pfad automatisch " +"zu erkennen. Ist dies nicht der Fall, konfigurieren Sie den Pfad zu dem " +"Verzeichnis, das die ausführbare Blender-Datei enthält, in den Editor-" +"Einstellungen (**Dateisystem > Import > Blender > Blender 3-Pfad**)." msgid "" "If you keep ``.blend`` files within your project folder but don't want them " "to be imported by Godot, disable **Filesystem > Import > Blender > Enabled** " "in the advanced Project Settings." msgstr "" +"Wenn Sie ``.blend``-Dateien in Ihrem Projektordner aufbewahren, aber nicht " +"wollen, dass sie von Godot importiert werden, deaktivieren Sie **Dateisystem " +"> Import > Blender > Aktiviert** in den erweiterten Projekteinstellungen." msgid "" "The ``.blend`` import process converts to glTF first, so it still uses " "Godot's glTF import code. Therefore, the ``.blend`` import process is the " "same as the glTF import process, but with an extra step at the beginning." msgstr "" +"Der ``.blend``-Importprozess konvertiert zuerst in glTF, benutzt also immer " +"noch den glTF-Importcode von Godot. Daher ist der ``.blend``-Importprozess " +"derselbe wie der glTF-Importprozess, nur mit einem zusätzlichen Schritt am " +"Anfang." msgid "Diagram explaining the import process for Blender files in Godot" msgstr "" +"Diagramm zur Erläuterung des Importprozesses für Blender-Dateien in Godot" msgid "" "When working in a team, keep in mind using ``.blend`` files in your project " @@ -255,55 +314,66 @@ msgid "" "blend`` import is also not available on the Android and web editors, as " "these platforms can't call external programs." msgstr "" +"Wenn Sie in einem Team arbeiten, sollten Sie daran denken, dass die " +"Verwendung von ``.blend``-Dateien in Ihrem Projekt voraussetzt, dass *alle* " +"Teammitglieder Blender installiert haben. Obwohl Blender kostenlos " +"heruntergeladen werden kann, kann dies die Arbeit an einem Projekt " +"erschweren. Der ``.blend``-Import ist auch auf Android und Web-Editoren " +"nicht möglich, da diese Plattformen keine externen Programme aufrufen können." msgid "" "If this is problematic, consider using glTF scenes exported from Blender " "instead." msgstr "" +"Wenn dies problematisch ist, sollten Sie stattdessen aus Blender exportierte " +"glTF-Szenen verwenden." msgid "Exporting DAE files from Blender" -msgstr "Exportiere DAE Dateien von Blender" +msgstr "Exportieren von DAE-Dateien aus Blender" -#, fuzzy msgid "" "Blender has built-in COLLADA support, but it does not work properly for the " "needs of game engines and shouldn't be used as-is. However, scenes exported " "with the built-in Collada support may still work for simple scenes without " "animation." msgstr "" -"Blender verfügt über eine eingebaute COLLADA-Unterstützung, funktioniert " -"aber nicht richtig für die Anforderungen von Spiele-Engines und sollte nicht " -"so verwendet werden, wie sie ist." +"Blender hat eine eingebaute COLLADA-Unterstützung, die aber für die " +"Bedürfnisse von Game-Engines nicht richtig funktioniert und daher nicht " +"verwendet werden sollte. Allerdings können Szenen, die mit der integrierten " +"Collada-Unterstützung exportiert wurden, für einfache Szenen ohne Animation " +"noch funktionieren." -#, fuzzy msgid "" "For complex scenes or scenes that contain animations, Godot provides a " "`Blender plugin `_ that " "will correctly export COLLADA scenes for use in Godot." msgstr "" -"Godot stellt ein `Blender-Plugin `_ zur Verfügung, das COLLADA-Szenen zur Verwendung in Godot " -"korrekt exportiert. Es funktioniert nicht in Blender 2.8 oder neuer, aber es " -"gibt Pläne, es in Zukunft zu aktualisieren." +"Für komplexe Szenen oder Szenen, die Animationen enthalten, bietet Godot ein " +"`Blender-Plugin `_, das " +"COLLADA-Szenen für die Verwendung in Godot korrekt exportiert." -#, fuzzy msgid "Importing OBJ files in Godot" -msgstr "Assets in Godot 3.0+ importieren" +msgstr "Importieren von OBJ-Dateien in Godot" msgid "" "OBJ is one of the simplest 3D formats out there, so Godot should be able to " "import most OBJ files successfully. However, OBJ is also a very limited " "format: it doesn't support skinning, animation, UV2 or PBR materials." msgstr "" +"OBJ ist eines der einfachsten 3D-Formate, daher sollte Godot in der Lage " +"sein, die meisten OBJ-Dateien erfolgreich zu importieren. Allerdings ist OBJ " +"auch ein sehr begrenztes Format: Es unterstützt kein Skinning, keine " +"Animation, keine UV2- oder PBR-Materialien." -#, fuzzy msgid "There are 2 ways to use OBJ meshes in Godot:" -msgstr "Es gibt viele Möglichkeiten, den Hintergrund festzulegen:" +msgstr "Es gibt 2 Möglichkeiten, OBJ-Meshes in Godot zu verwenden:" msgid "" "Load them directly in a MeshInstance3D node, or any other property that " "expects as mesh (such as GPUParticles3D). This is the default mode." msgstr "" +"Laden Sie sie direkt in einen MeshInstance3D-Node oder eine andere Property, " +"die ein Mesh erwartet (z. B. GPUParticles3D). Dies ist der Default-Modus." msgid "" "Change their import mode to **OBJ as Scene** in the Import dock then restart " @@ -311,6 +381,10 @@ msgid "" "Collada scenes, such as unwrapping UV2 on import (for :ref:" "`doc_using_lightmap_gi`)." msgstr "" +"Ändern Sie den Importmodus auf **OBJ als Szene** im Import-Dock und starten " +"Sie den Editor neu. Dadurch können Sie die gleichen Importoptionen wie bei " +"glTF- oder Collada-Szenen verwenden, z.B. das Entpacken von UV2 beim Import " +"(für :ref:`doc_using_lightmap_gi`)." msgid "" "Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a " @@ -318,16 +392,23 @@ msgid "" "vertex colors since Godot 4.0, but they will not be displayed on the " "material unless you enable **Vertex Color > Use As Albedo** on the material." msgstr "" +"Blender 3.4 und höher kann RGB-Vertex-Farben in OBJ-Dateien exportieren " +"(dies ist eine nicht standardisierte Erweiterung des OBJ-Formats). Godot ist " +"in der Lage, diese Vertex-Farben seit Godot 4.0 zu importieren, aber sie " +"werden nicht auf dem Material angezeigt, es sei denn, Sie aktivieren " +"**Vertex-Farbe > Als Albedo Verwenden** auf dem Material." msgid "" "Vertex colors from OBJ meshes keep their original color space once imported " "(sRGB/linear), but their brightness is clamped to 1.0 (they can't be " "overbright)." msgstr "" +"Vertexfarben aus OBJ-Meshes behalten nach dem Import ihren ursprünglichen " +"Farbraum (sRGB/linear), aber ihre Helligkeit wird auf 1,0 festgelegt (sie " +"können nicht überhell sein)." -#, fuzzy msgid "Importing FBX files in Godot" -msgstr "Assets in Godot 3.0+ importieren" +msgstr "Importieren von FBX-Dateien in Godot" msgid "" "When opening a project containing FBX scenes, you will see a dialog asking " @@ -335,27 +416,41 @@ msgid "" "FBX2glTF binary, then extract the ZIP archive, place the binary anywhere you " "wish, then specify its path in the dialog." msgstr "" +"Wenn Sie ein Projekt öffnen, das FBX-Szenen enthält, wird ein Dialogfeld " +"angezeigt, das Sie auffordert, den FBX-Import zu konfigurieren. Klicken Sie " +"auf den Link im Dialogfeld, um eine FBX2glTF-Binärdatei herunterzuladen. " +"Extrahieren Sie dann das ZIP-Archiv, platzieren Sie die Binärdatei an einem " +"beliebigen Ort und geben Sie dann den Pfad im Dialogfeld an." msgid "" "If you keep ``.fbx`` files within your project folder but don't want them to " "be imported by Godot, disable **Filesystem > Import > FBX > Enabled** in the " "advanced Project Settings." msgstr "" +"Wenn Sie ``.fbx``-Dateien in Ihrem Projektordner aufbewahren, aber nicht " +"wollen, dass sie von Godot importiert werden, deaktivieren Sie **Dateisystem " +"> Import > FBX > Aktiviert** in den erweiterten Projekteinstellungen." msgid "" "The FBX import process converts to glTF first, so it still uses Godot's glTF " "import code. Therefore, the FBX import process is the same as the glTF " "import process, but with an extra step at the beginning." msgstr "" +"Der FBX-Importprozess konvertiert zuerst in glTF, verwendet also weiterhin " +"den glTF-Importcode von Godot. Daher ist der FBX-Importprozess derselbe wie " +"der glTF-Importprozess, nur mit einem zusätzlichen Schritt am Anfang." msgid "Diagram explaining the import process for FBX files in Godot" -msgstr "" +msgstr "Diagramm zur Erläuterung des Importprozesses für FBX-Dateien in Godot" msgid "" "The full installation process for using FBX in Godot is described on the " "`FBX import page of the Godot website `__." msgstr "" +"Der vollständige Installationsprozess für die Verwendung von FBX in Godot " +"wird auf der Seite `\"FBX-Import\" auf der Godot-Website `__ beschrieben." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po index 5d15b009e4..f04b769e63 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,9 +17,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Import configuration" -msgstr "Projekt Organisation" +msgstr "Import-Konfiguration" msgid "" "Godot provides several ways to customize the imported data, such as the " @@ -29,6 +28,12 @@ msgid "" "a script that runs code at the end of the import process to perform " "arbitrary customization." msgstr "" +"Godot bietet mehrere Möglichkeiten zur Anpassung der importierten Daten, wie " +"z.B. das Import-Dock, den erweiterten Import-Einstellungsdialog und geerbte " +"Szenen. Auf diese Weise können Sie weitere Änderungen an der importierten " +"Szene vornehmen, z.B. Meshes anpassen, Physikinformationen hinzufügen und " +"neue Nodes hinzufügen. Sie können auch ein Skript schreiben, das am Ende des " +"Importvorgangs Code ausführt, um beliebige Anpassungen vorzunehmen." msgid "" "Note that, when applicable, modifying the original data should be preferred " @@ -38,9 +43,15 @@ msgid "" "`doc_importing_3d_scenes_node_type_customization` articles for more " "information." msgstr "" +"Beachten Sie, wenn möglich, dass es besser ist, die Originaldaten zu ändern, " +"als die Szene nach dem Import zu konfigurieren. Dies hilft, die Unterschiede " +"zwischen der 3D-Modellierungs-Software und der importierten Szene zu " +"minimieren. Siehe die Artikel :ref:" +"`doc_importing_3d_scenes_model_export_considerations` und :ref:" +"`doc_importing_3d_scenes_node_type_customization` für weitere Informationen." msgid "Import workflows" -msgstr "Arbeitsabläufe importieren" +msgstr "Import-Workflows" msgid "" "Since Godot can only save its own scene format (``.tscn``/``.scn``), Godot " @@ -48,25 +59,35 @@ msgid "" "This is also a safer approach as it avoids making accidental changes to the " "source file." msgstr "" +"Da Godot nur sein eigenes Szenenformat (``.tscn``/``.scn``) speichern kann, " +"kann Godot nicht über die ursprüngliche 3D-Szenendatei (die ein anderes " +"Format verwendet) speichern. Dies ist auch ein sichererer Ansatz, da er " +"versehentliche Änderungen an der Quelldatei vermeidet." msgid "" "To allow customizing the scene and its materials, Godot's scene importer " "allows for different workflows regarding how data is imported." msgstr "" +"Damit die Szene und ihre Materialien individuell angepasst werden können, " +"ermöglicht der Godot-Szenenimporter verschiedene Workflows für den " +"Datenimport." msgid "Import dock after selecting a 3D scene in the FileSystem dock" -msgstr "" -"Import-Dock nach Auswahl einer 3D-Szene im Dateisystem-Dock (FileSystem)" +msgstr "Import-Dock nach Auswahl einer 3D-Szene im Dateisystem-Dock" msgid "" "This import process is customizable using 3 separate interfaces, depending " "on your needs:" msgstr "" +"Dieser Importprozess kann je nach Bedarf über 3 verschiedene Schnittstellen " +"angepasst werden:" msgid "" "The **Import** dock, after selecting the 3D scene by clicking it once in the " "FileSystem dock." msgstr "" +"Das **Import**-Dock, nachdem Sie die 3D-Szene durch einmaliges Anklicken im " +"Dateisystem-Dock ausgewählt haben." msgid "" "The **Advanced Import Settings** dialog, which can be accessed by double-" @@ -74,12 +95,20 @@ msgid "" "** button in the Import dock. This allows you to customize per-object " "options in Godot." msgstr "" +"Das Dialogfeld **Erweiterte Importeinstellungen**, das durch Doppelklicken " +"auf die 3D-Szene im Dateisystem-Dock oder durch Klicken auf den " +"**Erweitert...**-Button im Import-Dock aufgerufen werden kann. Hier können " +"Sie die Optionen für jedes einzelne Objekt in Godot anpassen." msgid "" ":ref:`Import hints `, which are " "special suffixes added to object names in the 3D modeling software. This " "allows you to customize per-object options in the 3D modeling software." msgstr "" +":ref:`Import-Hints ` sind spezielle " +"Suffixe, die den Objektnamen in der 3D-Modellierungssoftware hinzugefügt " +"werden. Damit können Sie die Optionen in der 3D-Modellierungssoftware " +"objektspezifisch anpassen." msgid "" "For basic customization, using the Import dock suffices. However, for more " @@ -87,21 +116,29 @@ msgid "" "basis, you'll need to use the Advanced Import Settings dialog, import hints, " "or possibly both." msgstr "" +"Für grundlegende Anpassungen reicht die Verwendung des Importdocks aus. Für " +"komplexere Vorgänge, wie z.B. das Definieren von Materialüberschreibungen " +"für jedes einzelne Material, müssen Sie jedoch das Dialogfeld Erweiterte " +"Importeinstellungen, Import-Hints oder möglicherweise beides verwenden." -#, fuzzy msgid "Using the Import dock" -msgstr "Modul verwenden" +msgstr "Verwenden des Importdocks" msgid "" "The following options can be adjusted in the Import dock after selecting a " "3D scene in the FileSystem dock:" msgstr "" +"Die folgenden Optionen können im Import-Dock eingestellt werden, nachdem " +"eine 3D-Szene im Dateisystem-Dock ausgewählt wurde:" msgid "" "**Root Type:** The node type to use as a root node. Using node types that " "inherit from Node3D is recommended. Otherwise, you'll lose the ability to " "position the node directly in the 3D editor." msgstr "" +"**Root-Typ:** Der Node-Typ, der als Root-Node verwendet werden soll. Es wird " +"empfohlen, Node-Typen zu verwenden, die von Node3D erben. Andernfalls " +"verlieren Sie die Möglichkeit, den Node direkt im 3D-Editor zu positionieren." msgid "" "**Root Name:** The name of the root node in the imported scene. This is " @@ -109,6 +146,10 @@ msgid "" "and-dropping from the FileSystem dock), as the root node is renamed to match " "the filename in this case." msgstr "" +"**Root-Name:** Der Name des Root-Nodes in der importierten Szene. Dies ist " +"im Allgemeinen nicht bemerkbar, wenn die Szene im Editor instanziiert wird " +"(oder per Drag-and-Drop aus dem Dateisystem-Dock), da der Root-Node in " +"diesem Fall umbenannt wird, um dem Dateinamen zu entsprechen." msgid "" "**Apply Root Scale:** If enabled, **Root Scale** will be *applied* on the " @@ -117,10 +158,16 @@ msgid "" "the imported scene, it won't be scaled. If disabled, **Root Scale** will " "multiply the scale of the root node instead." msgstr "" +"**Root-Skalierung anwenden:** Wenn diese Option aktiviert ist, wird die " +"**Root-Skalierung** direkt auf die Meshes und Animationen angewendet, " +"während die Skalierung des Root-Nodes auf dem Default-Wert `(1, 1, 1)` " +"bleibt. Das bedeutet, dass wenn Sie später einen Child-Node in der " +"importierten Szene hinzufügen, dieser nicht skaliert wird. Wenn es " +"deaktiviert ist, wird **Root-Skalierung** stattdessen die Skalierung des " +"Root-Nodes multiplizieren." -#, fuzzy msgid "**Meshes**" -msgstr "Meshes" +msgstr "**Meshes**" msgid "" "**Ensure Tangents:** If checked, generate vertex tangents using `Mikktspace " @@ -132,6 +179,16 @@ msgid "" "that require tangents, disabling this can reduce output file size and speed " "up importing if the source 3D file doesn't contain tangents." msgstr "" +"**Tangenten gewährleisten:** Wenn diese Option aktiviert ist, werden Vertex-" +"Tangenten mit `Mikktspace `__ erzeugt, wenn die " +"Eingabemeshes keine Tangentendaten haben. Wenn möglich, wird empfohlen, die " +"3D-Modellierungssoftware beim Export die Tangenten erzeugen zu lassen, " +"anstatt sich auf diese Option zu verlassen. Tangenten sind für die korrekte " +"Anzeige von Normalen- und Höhenkarten sowie für alle Material-/Shader-" +"Features erforderlich, die Tangenten benötigen. Wenn Sie keine " +"Materialfunktionen benötigen, die Tangenten benötigen, kann die " +"Deaktivierung dieser Option die Größe der Ausgabedatei verringern und den " +"Import beschleunigen, wenn die 3D-Quelldatei keine Tangenten enthält." msgid "" "**Generate LODs:** If checked, generates lower detail variants of the mesh " @@ -140,6 +197,13 @@ msgid "" "far away. Disabling this can reduce output file size and speed up importing. " "See :ref:`doc_mesh_lod` for more information." msgstr "" +"**LODs erzeugen:** Wenn diese Option aktiviert ist, werden Varianten des " +"Meshes mit geringeren Details erzeugt, die in der Ferne angezeigt werden, um " +"die Performance des Renderings zu verbessern. Nicht alle Meshes profitieren " +"von LOD, insbesondere wenn sie nie aus der Ferne gerendert werden. Die " +"Deaktivierung dieser Option kann die Größe der Ausgabedatei verringern und " +"den Import beschleunigen. Siehe :ref:`doc_mesh_lod` für weitere " +"Informationen." msgid "" "**Create Shadow Meshes:** If checked, enables the generation of shadow " @@ -149,6 +213,14 @@ msgid "" "doesn't support using a lower detail level than the source mesh (but shadow " "rendering will make use of LODs when relevant)." msgstr "" +"**Schattenmeshes erstellen:** Wenn diese Option aktiviert ist, werden beim " +"Import Schattenmeshes erstellt. Dies optimiert das Rendering von Schatten, " +"ohne die Qualität zu beeinträchtigen, indem Vertices wenn möglich " +"zusammengeschweißt werden. Dies wiederum reduziert die für das Rendern von " +"Schatten erforderliche Speicherbandbreite. Die Erzeugung von Schattenmeshes " +"unterstützt derzeit nicht die Verwendung einer niedrigeren Detailstufe als " +"die des Quellmeshes (beim Schattenrendering werden jedoch LODs verwendet, " +"wenn dies relevant ist)." msgid "" "**Light Baking:** Configures the meshes' :ref:`global illumination mode " @@ -156,6 +228,11 @@ msgid "" "**Static Lightmaps**, sets the meshes' GI mode to **Static** and generates " "UV2 on import for :ref:`lightmap baking `." msgstr "" +"**Licht-Backen:** Konfiguriert den :ref:`Global Illumination-Modus " +"` der Meshes in der 3D-Szene. " +"Wenn er auf **Statische Lightmaps** gesetzt ist, setzt er den GI-Modus der " +"Meshes auf **Statisch** und generiert UV2 beim Import für :ref:`Lightmap-" +"Backen `." msgid "" "**Lightmap Texel Size:** Only visible if **Light Baking** is set to **Static " @@ -163,10 +240,13 @@ msgid "" "smaller value results in more precise lightmaps, at the cost of larger " "lightmap sizes and longer bake times." msgstr "" +"**Lightmap-Texelgröße:** Nur sichtbar, wenn **Licht-Backen** auf **Statische " +"Lightmaps** eingestellt ist. Steuert die Größe der einzelnen Texel auf der " +"gebackenen Lightmap. Ein kleinerer Wert führt zu präziseren Lightmaps, zum " +"Preis von größeren Lightmap-Größen und längeren Backzeiten." -#, fuzzy msgid "**Skins**" -msgstr "**Himmel:**" +msgstr "**Skins**" msgid "" "**Use Named Skins:** If checked, use named :ref:`Skins ` for " @@ -174,17 +254,28 @@ msgid "" "relevance here: a skeleton NodePath pointing to the Skeleton3D node (usually " "``..``), a mesh, and a skin:" msgstr "" +"**Benannte Skins verwenden:** Wenn diese Option aktiviert ist, werden " +"benannte :ref:`Skins ` für die Animation verwendet. Der :ref:" +"`class_MeshInstance3D`-Node enthält 3 hier relevante Propertys: einen " +"Skelett-NodePath, der auf den Skeleton3D-Node zeigt (normalerweise ``..``), " +"ein Mesh und eine Skin:" msgid "" "The :ref:`class_Skeleton3D` node contains a list of bones with names, their " "pose and rest, a name and a parent bone." msgstr "" +"Der :ref:`class_Skeleton3D`-Node enthält eine Liste von Knochen mit Namen, " +"deren Pose und Standardpose, einen Namen und einen Parent-Knochen." msgid "" "The mesh is all of the raw vertex data needed to display a mesh. In terms of " "the mesh, it knows how vertices are weight-painted and uses some internal " "numbering often imported from 3D modeling software." msgstr "" +"Das Mesh ist die Gesamtheit der rohen Vertex-Daten, die zur Darstellung " +"eines Meshes benötigt werden. Das Mesh weiß, wie Vertices gewichtet werden " +"und verwendet eine interne Nummerierung, die oft aus 3D-" +"Modellierungssoftware importiert wird." msgid "" "The skin contains the information necessary to bind this mesh onto this " @@ -194,6 +285,14 @@ msgid "" "each bone's name (if **Use Named Skins** is enabled), or the bone's index " "within the Skeleton3D list (if **Use Named Skins** is disabled)." msgstr "" +"Die Skin enthält die Informationen, die erforderlich sind, um dieses Mesh an " +"dieses Skeleton3D zu binden. Für jede der internen Knochen-IDs, die von der " +"3D-Modellierungssoftware ausgewählt wurden, enthält sie zwei Dinge. Erstens, " +"eine Matrix, die Bind Pose Matrix, Inverse Bind Matrix oder kurz IBM genannt " +"wird. Zweitens enthält die Skin den Namen des jeweiligen Knochens (wenn " +"**Benannte Skins verwenden** aktiviert ist) bzw. den Index des Knochens " +"innerhalb der Skeleton3D-Liste (wenn **Benannte Skins verwenden** " +"deaktiviert ist)." msgid "" "Together, this information is enough to tell Godot how to use the bone poses " @@ -202,13 +301,20 @@ msgid "" "from Blender, or each MeshInstance3D may use a separate Skin object, as is " "common in models exported from other tools such as Maya." msgstr "" +"Zusammen reichen diese Informationen aus, um Godot mitzuteilen, wie die " +"Knochenposen im Skeleton3D-Node verwendet werden sollen, um das Mesh von " +"jedem MeshInstance3D zu rendern. Beachte, dass jedes MeshInstance3D Binds " +"teilen kann, wie es in aus Blender exportierten Modellen üblich ist, oder " +"jedes MeshInstance3D kann ein separates Skin-Objekt verwenden, wie es in aus " +"anderen Tools wie Maya exportierten Modellen üblich ist." -#, fuzzy msgid "**Animation**" -msgstr "Animation" +msgstr "**Animation**" msgid "**Import:** If checked, import animations from the 3D scene." msgstr "" +"**Importieren:** Wenn diese Option aktiviert ist, werden Animationen aus der " +"3D-Szene importiert." msgid "" "**FPS:** The number of frames per second to use for baking animation curves " @@ -220,31 +326,50 @@ msgid "" "FPS (as the animation will still appear smooth at higher rendering " "framerates)." msgstr "" +"**FPS:** Die Anzahl der Bilder pro Sekunde, die für das Backen von " +"Animationskurven zu einer Reihe von Punkten mit linearer Interpolation " +"verwendet wird. Es wird empfohlen, diesen Wert so zu konfigurieren, dass er " +"mit dem Wert übereinstimmt, den Sie als Grundlinie in Ihrer 3D-" +"Modellierungssoftware verwenden. Höhere Werte führen zu präziseren " +"Animationen mit schnellen Bewegungsänderungen, allerdings zum Preis höherer " +"Dateigrößen und des Speicherbedarfs. Dank der Interpolation bringt es in der " +"Regel nicht viel, über 30 FPS zu gehen (da die Animation auch bei höheren " +"Rendering-Framerates noch flüssig erscheint)." msgid "" "**Trimming:** Trim the beginning and end of animations if there are no " "keyframe changes. This can reduce output file size and memory usage with " "certain 3D scenes, depending on the contents of their animation tracks." msgstr "" +"**Beschneiden:** Schneiden Sie den Anfang und das Ende von Animationen ab, " +"wenn es keine Keyframe-Änderungen gibt. Dies kann die Größe der Ausgabedatei " +"und die Speichernutzung bei bestimmten 3D-Szenen reduzieren, je nach Inhalt " +"der Animations-Tracks." msgid "" "**Remove Immutable Tracks:** Remove animation tracks that only contain " "default values. This can reduce output file size and memory usage with " "certain 3D scenes, depending on the contents of their animation tracks." msgstr "" +"**Unveränderliche Tracks entfernen:** Entfernt Animationstracks, die nur " +"Default-Werte enthalten. Dies kann die Größe der Ausgabedatei und die " +"Speichernutzung bei bestimmten 3D-Szenen reduzieren, je nach Inhalt der " +"Animations-Tracks." -#, fuzzy msgid "**Import Script**" -msgstr "**JavaScript**" +msgstr "**Import-Skript**" msgid "" "**Path:** Path to an import script, which can run code *after* the import " "process has completed for custom processing. See :ref:" "`doc_importing_3d_scenes_import_script` for more information." msgstr "" +"**Pfad:** Pfad zu einem Import-Skript, das Code *nach* Abschluss des " +"Importvorgangs für die benutzerdefinierte Verarbeitung ausführen kann. " +"Siehe :ref:`doc_importing_3d_scenes_import_script` für weitere Informationen." msgid "**glTF**" -msgstr "" +msgstr "**glTF**" msgid "" "**Embedded Texture Handling:** Controls how textures embedded within glTF " @@ -256,9 +381,17 @@ msgid "" "textures embedded in the imported scene, with and without VRAM compression " "respectively." msgstr "" +"**Behandlung eingebetteter Texturen:** Steuert, wie in glTF-Szenen " +"eingebettete Texturen behandelt werden sollen. **Alle Texturen verwerfen** " +"importiert keine Texturen, was nützlich ist, wenn Sie stattdessen " +"Materialien manuell in Godot einrichten möchten. **Texturen extrahieren** " +"extrahiert Texturen in externe Bilder, was zu kleineren Dateigrößen und mehr " +"Kontrolle über die Importoptionen führt. **Einbetten als Basis Universal** " +"und **Einbetten als Unkomprimiert** lässt die Texturen in der importierten " +"Szene eingebettet, mit bzw. ohne VRAM-Kompression." msgid "Using the Advanced Import Settings dialog" -msgstr "" +msgstr "Verwendung des Dialogs Erweiterte Importeinstellungen" msgid "" "The first tab you'll see is the **Scene** tab. The options available in the " @@ -266,42 +399,60 @@ msgid "" "a 3D preview. The 3D preview can be rotated by holding down the left mouse " "button then dragging the mouse. Zoom can be adjusted using the mouse wheel." msgstr "" +"Der erste Tab, den Sie sehen werden, ist der **Szenen**-Tab. Die Optionen " +"auf der rechten Seite sind identisch mit denen des Import-Docks, aber Sie " +"haben Zugriff auf eine 3D-Vorschau. Die 3D-Vorschau kann rotiert werden, " +"indem Sie die linke Maustaste gedrückt halten und die Maus ziehen. Der Zoom " +"kann mit dem Mausrad eingestellt werden." msgid "Advanced Import Settings dialog (Scene tab)" -msgstr "" +msgstr "Dialogfeld Erweiterte Importeinstellungen (Szenen-Tab)" msgid "" "Advanced Import Settings dialog (Scene tab). Credit: `Modern Arm Chair 01 - " "Poly Haven `__" msgstr "" +"Dialogfeld Erweiterte Importeinstellungen (Szenen-Tab). Quelle: `Modern Arm " +"Chair 01 - Poly Haven `__" -#, fuzzy msgid "**Configuring node import options**" -msgstr "Konfigurieren der importierten Übersetzung" +msgstr "**Konfiguration der Node-Importoptionen**" msgid "" "You can select individual nodes that compose the scene while in the " "**Scene** tab using the tree view at the left:" msgstr "" +"Sie können einzelne Nodes, aus denen die Szene besteht, im **Szene**-Tab " +"auswählen, indem Sie die Baumansicht auf der linken Seite verwenden:" msgid "Selecting a node in the Advanced Import Settings dialog (Scene tab)" msgstr "" +"Auswahl eines Nodes im Dialogfeld Erweiterte Importeinstellungen (Szenentab)" msgid "Selecting a node in the Advanced Import Settings dialog (Materials tab)" msgstr "" +"Auswählen eines Nodes im Dialogfeld Erweiterte Importeinstellungen " +"(Materialien-Tab)" msgid "This exposes several per-node import options:" msgstr "" +"Dadurch werden mehrere Importoptionen für jeden einzelnen Node verfügbar:" msgid "" "**Skip Import:** If checked, the node will not be present in the final " "imported scene. Enabling this disables all other options." msgstr "" +"**Import überspringen:** Wenn diese Option aktiviert ist, wird der Node in " +"der endgültigen importierten Szene nicht vorhanden sein. Durch die " +"Aktivierung dieser Option werden alle anderen Optionen deaktiviert." msgid "" "**Generate > Physics:** If checked, generates a PhysicsBody3D *parent* node " "with collision shapes that are *siblings* to the MeshInstance3D node." msgstr "" +"**Generieren > Physik:** Wenn diese Option aktiviert ist, wird ein " +"PhysicsBody3D *Parent*-Node mit Collision Shapes erzeugt, die *Nachbarn* des " +"MeshInstance3D-Node sind." msgid "" "**Generate > NavMesh:** If checked, generates a NavigationRegion3D *child* " @@ -311,6 +462,13 @@ msgid "" "meant to be used when you've manually authored a simplified mesh for " "navigation." msgstr "" +"**Generieren > NavMesh:** Wenn diese Option aktiviert ist, wird ein " +"NavigationRegion3D *Child*-Node für :ref:`Navigation " +"` erzeugt. Mit **Mesh + NavMesh** bleibt das " +"ursprüngliche Mesh sichtbar, während **Nur NavMesh** nur das Navigations-" +"Mesh importiert (ohne visuelle Darstellung). **Nur NavMesh** sollte " +"verwendet werden, wenn Sie manuell ein vereinfachtes Mesh für die Navigation " +"erstellt haben." msgid "" "**Generate > Occluder:** If checked, generates an OccluderInstance3D " @@ -321,16 +479,30 @@ msgid "" "meant to be used when you've manually authored a simplified mesh for " "occlusion culling." msgstr "" +"**Generieren > Occluder:** Wenn diese Option aktiviert ist, wird ein " +"OccluderInstance3D *Nachbar*-Node für :ref:`Occlusion Culling " +"` erzeugt, wobei die Geometrie des Meshes als Basis " +"für die Form des Occluders verwendet wird. Mit **Mesh + Occluder** bleibt " +"das ursprüngliche Netz sichtbar, während mit **Nur Occluder** nur der " +"Occluder (ohne visuelle Darstellung) importiert wird. **Nur Occluder** ist " +"für den Fall gedacht, dass Sie manuell ein vereinfachtes Mesh für das " +"Occlusion Culling erstellt haben." msgid "" "These options are only visible if some of the above options are enabled:" msgstr "" +"Diese Optionen sind nur sichtbar, wenn einige der oben genannten Optionen " +"aktiviert sind:" msgid "" "**Physics > Body Type:** Only visible if **Generate > Physics** is enabled. " "Controls the PhysicsBody3D that should be created. **Static** creates a " "StaticBody3D, **Dynamic** creates a RigidBody3D, **Area** creates an Area3D." msgstr "" +"**Physik > Body-Typ:** Nur sichtbar, wenn **Generieren > Physik** aktiviert " +"ist. Steuert den PhysicsBody3D, der erstellt werden soll. **Statisch** " +"erzeugt einen StaticBody3D, **Dynamisch** erzeugt einen RigidBody3D, " +"**Fläche** erzeugt einen Area3D." msgid "" "**Physics > Shape Type:** Only visible if **Generate > Physics** is enabled. " @@ -341,6 +513,15 @@ msgid "" "if possible for better performance, or use one of the convex decomposition " "modes if the shape is large and complex." msgstr "" +"**Physik > Shape-Typ:** Nur sichtbar, wenn **Generieren > Physik** aktiviert " +"ist. **Trimesh** ermöglicht präzise Kollisionen pro Dreieck, kann aber nur " +"mit einem **Statisch**-Body-Typ verwendet werden. Andere Typen sind weniger " +"präzise und erfordern möglicherweise eine manuelle Konfiguration, können " +"aber mit jedem Body-Typ verwendet werden. Für statische Level-Geometrie " +"verwenden Sie **Trimesh**. Für dynamische Geometrie verwenden Sie nach " +"Möglichkeit primitive Shapes, um die Performance zu verbessern, oder " +"verwenden Sie einen der konvexen Zerlegungsmodi, wenn die Form groß und " +"komplex ist." msgid "" "**Decomposition > Advanced:** Only visible if **Physics > Shape Type** is " @@ -348,6 +529,11 @@ msgid "" "options. If disabled, only a preset **Precision** can be adjusted (which is " "usually sufficient)." msgstr "" +"**Dekomposition > Erweitert:** Nur sichtbar, wenn **Physik > Shape-Typ** auf " +"**Konvex zerlegen** steht. Wenn diese Option aktiviert ist, können Sie die " +"erweiterten Dekompositionsoptionen einstellen. Wenn sie deaktiviert ist, " +"kann nur eine voreingestellte **Präzision** angepasst werden (was in der " +"Regel ausreichend ist)." msgid "" "**Decomposition > Precision:** Only visible if **Physics > Shape Type** is " @@ -357,6 +543,13 @@ msgid "" "improve performance, it's recommended to keep this value as low as possible " "for your use cases." msgstr "" +"**Dekomposition > Präzision:** Nur sichtbar, wenn **Physik > Shape-Typ** " +"**Konvex-Dekomposition** ist. Steuert die Präzision, die für die Konvex-" +"Dekomposition verwendet wird. Höhere Werte führen zu detaillierteren " +"Kollisionen, allerdings zum Preis einer langsameren Generierung und einer " +"höheren CPU-Auslastung während der Physiksimulation. Um die Performance zu " +"verbessern, wird empfohlen, diesen Wert für Ihre Anwendungsfälle so niedrig " +"wie möglich zu halten." msgid "" "**Occluder > Simplification Distance:** Only visible if **Generate > " @@ -367,21 +560,31 @@ msgid "" "they shouldn't when the camera is near a certain mesh, try decreasing this " "value." msgstr "" +"**Occluder > Vereinfachungs-Distanz:** Nur sichtbar, wenn **Generieren > " +"Occluder** auf **Mesh + Occluder** oder **Nur Occluder** eingestellt ist. " +"Höhere Werte führen zu einem Occluder-Mesh mit weniger Vertices (was zu " +"einer geringeren CPU-Auslastung führt), allerdings zum Preis von mehr " +"Occlusion-Culling-Problemen (z. B. falsch positive oder falsch negative " +"Ergebnisse). Wenn Ihnen auffällt, dass Objekte verschwinden, wenn sie nicht " +"verschwinden sollten, sobald sich die Kamera in der Nähe eines bestimmten " +"Meshes befindet, versuchen Sie, diesen Wert zu verringern." -#, fuzzy msgid "**Configuring mesh and material import options**" -msgstr "Konfigurieren der importierten Übersetzung" +msgstr "**Konfigurieren von Mesh- und Material-Importoptionen**" msgid "" "In the Advanced Import Settings dialog, there are 2 ways to select " "individual meshes or materials:" msgstr "" +"Im Dialog Erweiterte Importeinstellungen gibt es 2 Möglichkeiten, einzelne " +"Meshes oder Materialien auszuwählen:" -#, fuzzy msgid "" "Switch to the **Meshes** or **Materials** tab in the top-left corner of the " "dialog." -msgstr "Der Ball erscheint in der oberen linken Ecke des Ansichtsfensters." +msgstr "" +"Wechseln Sie zum **Meshes**- oder **Materialien**-Tab in der oberen linken " +"Ecke des Dialogs." msgid "" "Stay in the **Scene** tab, but unfold the options on the tree view on the " @@ -389,18 +592,24 @@ msgid "" "as the **Meshes** and **Materials** tabs, but in a tree view instead of a " "list." msgstr "" +"Bleiben Sie im **Szene**-Tab, aber klappen Sie die Optionen in der " +"Baumansicht auf der linken Seite aus. Nach der Auswahl eines Meshes oder " +"Materials werden hier dieselben Informationen wie in den **Meshes**- und " +"**Materialien**-Tabs angezeigt, allerdings in einer Baumansicht anstelle " +"einer Liste." msgid "" "If you select a mesh, different options will appear in the panel on the " "right:" msgstr "" +"Wenn Sie ein Mesh auswählen, erscheinen verschiedene Optionen in der Leiste " +"auf der rechten Seite:" msgid "Advanced Import Settings dialog (Meshes tab)" -msgstr "" +msgstr "Dialogfeld Erweiterte Importeinstellungen (Meshes-Tab)" -#, fuzzy msgid "The options are as follows:" -msgstr "Die gebräuchlichsten Anwendungsfälle sind:" +msgstr "Die Optionen sind wie folgt:" msgid "" "**Save to File:** Saves the :ref:`class_Mesh` *resource* to an external file " @@ -415,6 +624,18 @@ msgid "" "and faster loading speeds, as ``.tres`` is inefficient for writing large " "amounts of data." msgstr "" +"**Speichern in Datei:** Speichert die :ref:`class_Mesh`-*Ressource* in einer " +"externen Datei (dies ist keine Szenendatei). Im Allgemeinen brauchen Sie " +"dies nicht zu verwenden, um das Mesh in einer 3D-Szene zu platzieren - " +"stattdessen sollten Sie die 3D-Szene direkt instanziieren. Der direkte " +"Zugriff auf die Mesh-Ressource ist jedoch für bestimmte Nodes nützlich, wie :" +"ref:`class_MeshInstance3D`, :ref:`class_MultiMeshInstance3D`, :ref:" +"`class_GPUParticles3D` oder :ref:`class_CPUParticles3D`. - Sie müssen auch " +"einen Pfad für die Ausgabedatei angeben, indem Sie die Option verwenden, die " +"nach dem Aktivieren von **Speichern in Datei** erscheint. Es wird empfohlen, " +"die Ausgabedatei-Erweiterung ``.res`` zu verwenden, um kleinere Dateigrößen " +"und schnellere Ladezeiten zu erreichen, da ``.tres`` für das Schreiben " +"großer Datenmengen ineffizient ist." msgid "" "**Generate > Shadow Meshes:** Per-mesh override for the **Meshes > Create " @@ -423,6 +644,12 @@ msgid "" "scene-wide import option, while **Enable** or **Disable** can forcibly " "enable or disable this behavior on a specific mesh." msgstr "" +"**Generieren > Schattenmeshes:** Überschreiben der szenenweiten Importoption " +"**Meshes > Schattenmeshes erstellen**, für jedes Mesh separat, beschrieben " +"in :ref:`doc_importing_3d_scenes_using_the_import_dock`. **Default** " +"verwendet die szenenweite Importoption, während **Aktivieren** oder " +"**Deaktivieren** dieses Verhalten zwangsweise für ein bestimmtes Mesh " +"aktivieren oder deaktivieren kann." msgid "" "**Generate > Lightmap UV:** Per-mesh override for the **Meshes > Light " @@ -435,6 +662,17 @@ msgid "" "**Disable** on a scene with the **Static Lightmaps** light baking mode is " "equivalent to configuring this mesh to use **Static** instead." msgstr "" +"**Generieren > Lightmap UV:** Überschreiben der szenenweiten Importoption " +"**Meshes > Licht-Backen**, für jedes Mesh separat, die in :ref:" +"`doc_importing_3d_scenes_using_the_import_dock` beschrieben wird. " +"**Default** verwendet die szenenweite Importoption, während **Aktivieren** " +"oder **Deaktivieren** dieses Verhalten zwangsweise für ein bestimmtes Mesh " +"aktivieren oder deaktivieren kann. - Die Einstellung **Aktivieren** in einer " +"Szene mit dem Modus **Statisch** ist gleichbedeutend mit der Konfiguration " +"des Meshes für die Verwendung von **Statischen Lightmaps**. Die Einstellung " +"**Deaktivieren** in einer Szene mit dem Licht-Backmodus **Statische " +"Lightmaps** entspricht, das Mesh so zu konfigurieren, dass stattdessen " +"**Statisch** verwendet wird." msgid "" "**Generate > LODs:** Per-mesh override for the **Meshes > Generate LODs** " @@ -443,6 +681,12 @@ msgid "" "scene-wide import option, while **Enable** or **Disable** can forcibly " "enable or disable this behavior on a specific mesh." msgstr "" +"**Generieren > LODs:** Überschreiben der szenenweiten Importoption **Meshes " +"> LODs generieren**, für jedes Mesh separat, die in :ref:" +"`doc_importing_3d_scenes_using_the_import_dock` beschrieben ist. **Default** " +"verwendet die szenenweite Importoption, während **Aktiveren** oder " +"**Deaktivieren** dieses Verhalten zwangsweise für ein bestimmtes Mesh " +"aktivieren oder deaktivieren kann." msgid "" "**LODs > Normal Split Angle:** The minimum angle difference between two " @@ -450,6 +694,11 @@ msgid "" "running into visual issues with LOD generation, decreasing this value may " "help (at the cost of less efficient LOD generation)." msgstr "" +"**LODs > Normalen-Trennungswinkel:** Der minimale Winkelunterschied zwischen " +"zwei Vertices, der erforderlich ist, um eine Geometriekante bei der LOD-" +"Generierung des Meshes zu erhalten. Bei visuellen Problemen mit der LOD-" +"Generierung kann eine Verringerung dieses Wertes helfen (zum Preis einer " +"weniger effizienten LOD-Generierung)." msgid "" "**LODs > Normal Merge Angle:** The minimum angle difference between two " @@ -457,67 +706,96 @@ msgid "" "running into visual issues with LOD generation, decreasing this value may " "help (at the cost of less efficient LOD generation)." msgstr "" +"**LODs > Normalen-Zusammenführungswinkel:** Der minimale Winkelunterschied " +"zwischen zwei Vertices, der erforderlich ist, um eine Geometriekante bei der " +"LOD-Generierung des Meshes zu erhalten. Bei visuellen Problemen mit der LOD-" +"Generierung kann eine Verringerung dieses Wertes helfen (zum Preis einer " +"weniger effizienten LOD-Generierung)." msgid "" "If you select a material, only one option will appear in the panel on the " "right:" msgstr "" +"Wenn Sie ein Material auswählen, erscheint nur eine Option in der Leiste auf " +"der rechten Seite:" msgid "Advanced Import Settings dialog (Materials tab)" -msgstr "" +msgstr "Dialogfeld Erweiterte Importeinstellungen (Materialien-Tab)" msgid "" "When **Use External** is checked and an output path is specified, this lets " "you use an external material instead of the material that is included in the " "original 3D scene file; see the section below." msgstr "" +"Wenn **Extern verwenden** aktiviert ist und ein Ausgabepfad angegeben ist, " +"können Sie ein externes Material anstelle des in der ursprünglichen 3D-" +"Szenendatei enthaltenen Materials verwenden; siehe den folgenden Abschnitt." -#, fuzzy msgid "Extracting materials to separate files" -msgstr "Texturen separat exportieren" +msgstr "Extrahieren von Materialien in separate Dateien" msgid "" "While Godot can import materials authored in 3D modeling software, the " "default configuration may not be suitable for your needs. For example:" msgstr "" +"Godot kann zwar Materialien importieren, die in einer 3D-" +"Modellierungssoftware erstellt wurden, aber die Default-Konfiguration ist " +"möglicherweise nicht für Ihre Bedürfnisse geeignet. Zum Beispiel:" msgid "" "You want to configure material features not supported by your 3D application." msgstr "" +"Sie möchten Material-Features konfigurieren, die von Ihrer 3D-Anwendung " +"nicht unterstützt werden." msgid "" "You want to use a different texture filtering mode, as this option is " "configured in the material since Godot 4.0 (and not in the image)." msgstr "" +"Sie möchten einen anderen Texturfiltermodus verwenden, da diese Option seit " +"Godot 4.0 im Material konfiguriert ist (und nicht im Bild)." msgid "" "You want to replace one of the materials with an entirely different " "material, such as a custom shader." msgstr "" +"Sie möchten eines der Materialien durch ein völlig anderes Material " +"ersetzen, z. B. durch einen benutzerdefinierten Shader." msgid "" "To be able to modify the 3D scene's materials in the Godot editor, you need " "to use *external* material resources." msgstr "" +"Um die Materialien der 3D-Szene im Godot-Editor ändern zu können, müssen Sie " +"*externe* Materialressourcen verwenden." msgid "" "In the top-left corner of the Advanced Import Settings dialog, choose " "**Actions… > Extract Materials**:" msgstr "" +"Wählen Sie in der oberen linken Ecke des Dialogfelds Erweiterte " +"Importeinstellungen die Option **Aktionen... > Materialien extrahieren**:" msgid "" "Extracting all built-in materials to external resources in the Advanced " "Import Settings dialog" msgstr "" +"Extrahieren aller Built-in-Materialien in externe Ressourcen im Dialogfeld " +"Erweiterte Importeinstellungen" msgid "" "After choosing this option, select a folder to extract material ``.tres`` " "files to, then confirm the extraction:" msgstr "" +"Nachdem Sie diese Option gewählt haben, wählen Sie einen Ordner aus, in den " +"die ``.tres``-Dateien extrahiert werden sollen, und bestätigen Sie dann die " +"Extraktion:" msgid "" "Confirming material extraction in the Advanced Import Settings subdialog" msgstr "" +"Bestätigen der Materialextraktion im Unterdialog Erweiterte " +"Importeinstellungen" msgid "" "After extracting materials, the 3D scene will automatically be configured to " @@ -525,6 +803,10 @@ msgid "" "enable **Use External** on every material to make the external ``.tres`` " "material effective." msgstr "" +"Nach dem Extrahieren von Materialien wird die 3D-Szene automatisch so " +"konfiguriert, dass externe Materialreferenzen verwendet werden. Daher müssen " +"Sie nicht bei jedem Material manuell **Extern verwenden** aktivieren, damit " +"das externe ``.tres``-Material wirksam wird." msgid "" "When **Use External** is enabled, remember that the Advanced Import Settings " @@ -534,6 +816,13 @@ msgid "" "materials, you need to place the imported 3D scene in another scene using " "the editor." msgstr "" +"Wenn **Extern verwenden** aktiviert ist, denken Sie daran, dass im " +"Dialogfeld Erweiterte Importeinstellungen weiterhin die Originalmaterialien " +"des Meshes angezeigt werden (die Materialien, die in der 3D-" +"Modellierungssoftware entworfen wurden). Das bedeutet, dass Ihre Anpassungen " +"an den Materialien in diesem Dialogfeld nicht sichtbar sind. Um Ihre " +"geänderten Materialien in der Vorschau zu sehen, müssen Sie die importierte " +"3D-Szene mit dem Editor in einer anderen Szene platzieren." msgid "" "Godot will not overwrite changes made to extracted materials when the source " @@ -543,48 +832,59 @@ msgid "" "Settings dialog to associate the renamed material to the existing extracted " "material." msgstr "" +"Godot überschreibt keine Änderungen, die an extrahierten Materialien " +"vorgenommen wurden, wenn die 3D-Quellszene erneut importiert wird. Wenn " +"jedoch der Materialname in der 3D-Quelldatei geändert wird, geht die " +"Verbindung zwischen dem Originalmaterial und dem extrahierten Material " +"verloren. Daher müssen Sie den Dialog Erweiterte Importeinstellungen " +"verwenden, um das umbenannte Material mit dem vorhandenen extrahierten " +"Material zu verknüpfen." msgid "" "The above can be done in the dialog's **Materials** tab by selecting the " "material, enabling **Save to File**, then specifying the save path using the " "**Path** option that appears after enabling **Save to File**." msgstr "" +"Dies kann im der **Materialien**-Tab des Dialogs geschehen, indem Sie das " +"Material auswählen, **In Datei speichern** aktivieren und dann den " +"Speicherpfad mit der Option **Pfad** angeben, die nach der Aktivierung von " +"**In Datei speichern** erscheint." msgid "Using import scripts for automation" -msgstr "" +msgstr "Verwendung von Importskripten für die Automatisierung" -#, fuzzy msgid "" "A special script to process the whole scene after import can be provided. " "This is great for post-processing, changing materials, doing funny stuff " "with the geometry, and more." msgstr "" -"Ein spezielles Skript zur Bearbeitung der gesamten Szene nach dem Import " -"kann zur Verfügung gestellt werden. Dies eignet sich hervorragend zur " -"Nachbearbeitung, zum Materialwechsel, für lustige Sachen mit der Geometrie " -"usw." +"Ein spezielles Skript zur Verarbeitung der gesamten Szene nach dem Import " +"kann bereitgestellt werden. Dies eignet sich hervorragend für die " +"Nachbearbeitung, das Ändern von Materialien, lustige Sachen mit der " +"Geometrie und vieles mehr." msgid "" "Create a script that is not attached to any node by right-clicking in the " "FileSystem dock and choosing **New > Script…**. In the script editor, write " "the following:" msgstr "" +"Erstellen Sie ein Skript, das keinem Knoten zugeordnet ist, indem Sie mit " +"der rechten Maustaste in das Dateisystem-Dock klicken und **Neu > Skript..." +"** wählen. Schreiben Sie Folgendes in den Skript-Editor:" -#, fuzzy msgid "" "The ``_post_import(scene: Node)`` function takes the imported scene as " "argument (the parameter is actually the root node of the scene). The scene " "that will finally be used **must** be returned (even if the scene can be " "entirely different)." msgstr "" -"Die Funktion ``post_import`` nimmt die importierte Szene als Argument (der " -"Parameter ist eigentlich das Wurzelnode der Szene). Die Szene, die " -"schließlich verwendet werden soll, muss zurückgegeben werden. Es kann eine " -"andere Szene sein." +"Die Funktion ``_post_import(scene: Node)`` nimmt die importierte Szene als " +"Argument (der Parameter ist eigentlich der Root-Node der Szene). Die Szene, " +"die letztendlich verwendet wird, **muss** zurückgegeben werden (auch wenn " +"die Szene völlig anders sein kann)." -#, fuzzy msgid "Using animation libraries" -msgstr "Verwendung des AnimationTree" +msgstr "Verwendung von Animationsbibliotheken" msgid "" "As of Godot 4.0, you can choose to import **only** animations from a glTF " @@ -593,14 +893,21 @@ msgid "" "set of animations for several characters, without having to duplicate " "animation data in every character." msgstr "" +"Ab Godot 4.0 können Sie wählen, ob Sie **nur** Animationen aus einer glTF-" +"Datei importieren wollen und nichts anderes. Dies wird in einigen Asset-" +"Pipelines verwendet, um Animationen getrennt von Modellen zu verteilen. So " +"können Sie beispielsweise einen Satz von Animationen für mehrere Charaktere " +"verwenden, ohne die Animationsdaten in jedem Charakter duplizieren zu müssen." msgid "" "To do so, select the glTF file in the FileSystem dock, then change the " "import mode to Animation Library in the Import dock:" msgstr "" +"Wählen Sie dazu die glTF-Datei im Dateisystem-Dock aus und ändern Sie dann " +"den Importmodus im Import-Dock auf Animationsbibliothek:" msgid "Changing the import type to Animation Library in the Import dock" -msgstr "" +msgstr "Ändern des Importtyps in Animationsbibliothek im Importdock" msgid "" "Click **Reimport** and restart the editor when prompted. After restarting, " @@ -608,25 +915,32 @@ msgid "" "of a :ref:`class_PackedScene`. This animation library can then be referenced " "in an :ref:`class_AnimationPlayer` node." msgstr "" +"Klicken Sie auf **Neuimport** und starten Sie den Editor neu, wenn Sie dazu " +"aufgefordert werden. Nach dem Neustart wird die glTF-Datei als :ref:" +"`class_AnimationLibrary` anstelle einer :ref:`class_PackedScene` importiert. " +"Diese Animationsbibliothek kann dann in einem :ref:`class_AnimationPlayer`-" +"Node referenziert werden." msgid "" "The import options that are visible after changing the import mode to " "Animation Library act the same as when using the Scene import mode. See :ref:" "`doc_importing_3d_scenes_using_the_import_dock` for more information." msgstr "" +"Die Importoptionen, die nach dem Ändern des Importmodus in der " +"Animationsbibliothek sichtbar sind, verhalten sich genauso wie bei der " +"Verwendung des Importmodus \"Szene\". Siehe :ref:" +"`doc_importing_3d_scenes_using_the_import_dock` für weitere Informationen." -#, fuzzy msgid "Filter script" -msgstr "Skript filtern" +msgstr "Filter-Skript" msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." msgstr "" -"Es ist möglich ein Filterskript in einer speziellen Syntax anzugeben, um zu " -"entscheiden, welche Spuren von welchen Animationen beibehalten werden sollen." +"Es ist möglich, ein Filterskript in einer speziellen Syntax anzugeben, um zu " +"entscheiden, welche Tracks von welchen Animationen behalten werden sollen." -#, fuzzy msgid "" "The filter script is executed against each imported animation. The syntax " "consists of two types of statements, the first for choosing which animations " @@ -636,12 +950,12 @@ msgid "" "`String.matchn() ` under the hood)." msgstr "" "Das Filterskript wird für jede importierte Animation ausgeführt. Die Syntax " -"besteht aus zwei Arten von Anweisungen, die erste zur Auswahl der zu " -"filternden Animationen und die zweite zum Filtern einzelner Spuren innerhalb " -"der übereinstimmenden Animation. Alle Namensmuster werden unter Verwendung " -"einer von Groß- und Kleinschreibung unabhängigen Ausdrucksübereinstimmung " -"mit ``?`` und ``*`` Platzhaltern ausgeführt (unter der Haube wird ``String." -"matchn()`` verwendet)." +"besteht aus zwei Arten von Anweisungen, die erste für die Auswahl der zu " +"filternden Animationen, die zweite für die Filterung einzelner Tracks " +"innerhalb der übereinstimmenden Animation. Alle Namensmuster werden mit " +"einer Groß-/Kleinschreibung-unabhängigen Ausdrucksvergleichs ausgeführt, mit " +"Unterstützung für ``?``- und ``*``-Wildcards (unter der Haube wird :ref:" +"`String.matchn() ` verwendet)." msgid "" "The script must start with an animation filter statement (as denoted by the " @@ -652,7 +966,7 @@ msgstr "" "Das Skript muss mit einer Animationsfilteranweisung beginnen (wie durch die " "mit einem ``@`` beginnende Zeile angegeben). Zum Beispiel, wenn wir Filter " "auf alle importierten Animationen anwenden möchten, deren Name auf " -"``\"_Loop\"`` endet:" +"``\"_Loop\"`` endet::" msgid "" "Similarly, additional patterns can be added to the same line, separated by " @@ -664,7 +978,7 @@ msgstr "" "Zeile hinzugefügt werden. Hier ist ein geändertes Beispiel, das zusätzlich " "alle Animationen *miteinbezieht*, deren Namen mit ``\"Arm_Left\"`` beginnen, " "aber auch alle Animationen *ausschließt*, deren Namen mit ``\"Attack\"`` " -"enden:" +"enden::" msgid "" "Following the animation selection filter statement, we add track filtering " @@ -672,11 +986,10 @@ msgid "" "no track filter patterns are specified, then all tracks within the matched " "animations will be discarded!" msgstr "" -"Im Anschluss an die Erklärung zum Animationsauswahlfilter fügen wir " -"Spurfilterungsmuster hinzu, um anzugeben, welche Animationsspuren " -"beibehalten oder verworfen werden sollen. Wenn keine Spurfiltermuster " -"angegeben wurden, werden alle Spuren innerhalb der übereinstimmenden " -"Animationen verworfen!" +"Im Anschluss an die Erklärung zum Animationsauswahlfilter fügen wir Track-" +"Filter-Muster hinzu, um anzugeben, welche Animations-Tracks beibehalten oder " +"verworfen werden sollen. Wenn keine Track-Filter-Muster angegeben wurden, " +"werden alle Tracks innerhalb der übereinstimmenden Animationen verworfen!" msgid "" "It's important to note that track filter statements are applied in order for " @@ -685,11 +998,11 @@ msgid "" "early rule may then be re-included once again by a filter rule further down " "in the filter script." msgstr "" -"Es ist wichtig zu beachten, dass die Anweisungen des Spurfilters für jede " -"Spur innerhalb der Animation der Reihe nach angewendet werden, d.h. eine " -"Zeile kann eine Spur enthalten, eine spätere Regel kann ihn immer noch " -"verwerfen. In ähnlicher Weise kann eine durch eine frühe Regel " -"ausgeschlossene Spur dann durch eine Filterregel weiter unten im " +"Es ist wichtig zu beachten, dass die Anweisungen des Track-Filters für jeden " +"Track innerhalb der Animation der Reihe nach angewendet werden, d.h. eine " +"Zeile kann einen Track enthalten, eine spätere Regel kann ihn immer noch " +"verwerfen. In ähnlicher Weise kann ein durch eine frühe Regel " +"ausgeschlossener Track dann durch eine Filterregel weiter unten im " "Filterskript wieder aufgenommen werden." msgid "" @@ -697,8 +1010,8 @@ msgid "" "``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end " "in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -"Nehmen Sie zum Beispiel alle Spuren in Animationen mit Namen, die auf " -"``\"_Loop\"`` enden, aber verwerfen Sie alle Spuren, die ein ``\"Skelett\"`` " +"Nehmen Sie zum Beispiel alle Tracks in Animationen mit Namen, die auf " +"``\"_Loop\"`` enden, aber verwerfen Sie alle Tracks, die ein ``\"Skelett\"`` " "betreffen, das auf ``\"Control\"`` endet, es sei denn, sie haben ``\"Arm\"`` " "in ihrem Namen::" @@ -707,15 +1020,15 @@ msgid "" "discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" "Arm_Left_Control\"`` would be retained." msgstr "" -"Im obigen Beispiel würden Spuren wie ``\"Skeleton:Leg_Control\"`` verworfen, " -"während Spuren wie ``\"Skeleton:Head\"`` oder ``\"Skeleton:" +"Im obigen Beispiel würden Tracks wie ``\"Skeleton:Leg_Control\"`` verworfen, " +"während Tracks wie ``\"Skeleton:Head\"`` oder ``\"Skeleton:" "Arm_Left_Control\"`` beibehalten würden." msgid "" "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -"Alle Spurfilterlinien, die nicht mit einem ``+`` oder ``-`` beginnen, werden " -"ignoriert." +"Alle Track-Filter-Linien, die nicht mit einem ``+`` oder ``-`` beginnen, " +"werden ignoriert." msgid "Storage" msgstr "Speicher" @@ -725,10 +1038,10 @@ msgid "" "a file instead. This allows adding custom tracks to the animations and " "keeping them after a reimport." msgstr "" -"Standardmäßig werden Animationen als eingebaut gespeichert. Es ist möglich, " +"Standardmäßig werden Animationen als Built-in gespeichert. Es ist möglich, " "sie stattdessen in einer Datei zu speichern. Dies erlaubt es, den " -"Animationen benutzerdefinierte Spuren hinzuzufügen und sie nach einem " -"Reimport beizubehalten." +"Animationen benutzerdefinierte Tracks hinzuzufügen und sie nach einem " +"Neuimport beizubehalten." msgid "Optimizer" msgstr "Optimierer" @@ -741,10 +1054,10 @@ msgstr "" "Wenn Animationen importiert werden, wird ein Optimierer ausgeführt, der die " "Größe der Animation erheblich reduziert. Im Allgemeinen sollte dieser immer " "eingeschaltet sein, es sei denn, Sie vermuten, dass eine Animation aufgrund " -"seiner Aktivierung beschädigt sein könnte." +"seiner Aktivierung beschädigt werden könnte." msgid "Clips" -msgstr "Animationsausschnitte" +msgstr "Animations-Clips" msgid "" "It is possible to specify multiple animations from a single timeline as " @@ -763,42 +1076,39 @@ msgstr "" msgid "Scene inheritance" msgstr "Szenenvererbung" -#, fuzzy msgid "" "In many cases, it may be desired to make manual modifications to the " "imported scene. By default, this is not possible because if the source 3D " "asset changes, Godot will re-import the *whole* scene." msgstr "" -"In vielen Fällen kann es erwünscht sein, Änderungen an der importierten " -"Szene vorzunehmen. Standardmäßig ist dies nicht möglich, denn wenn sich das " -"Quell-Asset ändert (Datei ``.dae``, ``.gltf``, ``.obj``, die aus einer 3D-" -"Modellierungsanwendung reexportiert wurde), wird Godot die gesamte Szene " -"wieder importieren." +"In vielen Fällen kann es erwünscht sein, manuelle Änderungen an der " +"importierten Szene vorzunehmen. Standardmäßig ist dies nicht möglich, da " +"Godot bei einer Änderung des Quell-3D-Assets immer die *gesamte* Szene neu " +"importiert." -#, fuzzy msgid "" "However, it is possible to make local modifications by using *scene " "inheritance*. If you try to open the imported scene using **Scene > Open " "Scene…** or **Scene > Quick Open Scene…**, the following dialog will appear:" msgstr "" -"Es ist jedoch möglich, mit Hilfe der *Szenenvererbung* lokale Änderungen " -"vorzunehmen. Versuchen Sie, die importierte Szene zu öffnen, und der " -"folgende Dialog erscheint:" +"Es ist jedoch möglich, lokale Änderungen mit Hilfe der *Szenenvererbung* " +"vorzunehmen. Wenn Sie versuchen, die importierte Szene mit **Szene > Szene " +"öffnen...** oder **Szene > Szene schnell öffnen...** zu öffnen, wird der " +"folgende Dialog angezeigt:" msgid "Dialog when opening an imported 3D scene in the editor" -msgstr "" +msgstr "Dialog beim Öffnen einer importierten 3D-Szene im Editor" -#, fuzzy msgid "In inherited scenes, the only limitations for modification are:" msgstr "" -"In geerbten Szenen sind die einzigen Einschränkungen für Modifikationen:" +"Bei geerbten Szenen sind die einzigen Einschränkungen für Modifikationen:" -#, fuzzy msgid "" "Nodes from the base scene can't be removed, but additional nodes can be " "added anywhere." msgstr "" -"Nodes können nicht entfernt werden (können aber überall hinzugefügt werden)." +"Nodes aus der Basisszene können nicht entfernt werden, aber zusätzliche " +"Nodes können überall hinzugefügt werden." msgid "" "Subresources can't be edited. Instead, you need to save them externally as " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po index 8483351425..b21bad382d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,12 +28,23 @@ msgid "" "configuration article describes how to customize the imported data using the " "import dock, the advanced import settings dialog, and inherited scenes." msgstr "" +"Godot unterstützt den Import von 3D-Szenen aus verschiedenen Dateiformaten. " +"In diesem Dokumentationsabschnitt wird beschrieben, um welche Formate es " +"sich handelt und wie sie zu verwenden sind, einschließlich des Exports mit " +"den richtigen Konventionen und bewährten Praktiken sowie der Anpassung des " +"Node-Typs durch ein Suffix im Node-Namen. Der Artikel zur " +"Importkonfiguration beschreibt, wie Sie die importierten Daten mithilfe des " +"Importdocks, des Dialogs für erweiterte Importeinstellungen und geerbter " +"Szenen anpassen können." msgid "" "3D scenes can be loaded at runtime using :ref:`runtime file loading and " "saving `, including from an " "exported project." msgstr "" +"3D-Szenen können zur Laufzeit mit :ref:`Laden und Speichern zur Laufzeit " +"` geladen werden, auch aus " +"einem exportierten Projekt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po index aaecfed166..04a3541c7b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,25 +17,31 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#, fuzzy msgid "Model export considerations" -msgstr "Überlegungen zum Exportieren" +msgstr "Überlegungen zum Modellexport" msgid "" "Before exporting a 3D model from a 3D modeling application, such as Blender, " "there are some considerations that should be taken into account to ensure " "that the model follows the conventions and best practices for Godot." msgstr "" +"Bevor Sie ein 3D-Modell aus einer 3D-Modellierungsanwendung wie Blender " +"exportieren, sollten Sie einige Überlegungen anstellen, um sicherzustellen, " +"dass das Modell den Konventionen und bewährten Praktiken für Godot " +"entspricht." -#, fuzzy msgid "3D asset direction conventions" -msgstr "Benennungsrichtlinien" +msgstr "Konventionen zur Ausrichtung von 3D-Assets" msgid "" "Godot uses a right-handed, Y-is-up coordinate system, with the -Z axis as " "the camera's forward direction. This is the same as OpenGL. This implies " "that +Z is back, +X is right, and -X is left for a camera." msgstr "" +"Godot verwendet ein rechtshändiges Y-ist-oben-Koordinatensystem, wobei die -" +"Z-Achse die Vorwärtsrichtung der Kamera ist. Dies entspricht dem OpenGL-" +"System. Das bedeutet, dass bei einer Kamera +Z hinten, +X rechts und -X " +"links ist." msgid "" "The convention for 3D assets is to face the opposite direction as the " @@ -48,12 +54,26 @@ msgid "" "side, and -X is the right side for a 3D asset. In Blender, this means that " "+Y is rear and -Y is front for an asset." msgstr "" +"Die Konvention für 3D-Assets ist es, in die entgegengesetzte Richtung der " +"Kamera zu schauen, so dass Charaktere und andere Assets standardmäßig der " +"Kamera zugewandt sind. Diese Konvention ist in 3D-Modellierungsanwendungen " +"sehr verbreitet und wurde `in glTF als Teil der glTF 2.0-Spezifikation " +"gernormt `__. Das bedeutet, dass für orientierte 3D-" +"Assets (wie Charaktere) die +Z-Achse die Richtung der Vorderseite ist, also " +"ist -Z die Rückseite, +X die linke Seite und -X die rechte Seite eines 3D-" +"Assets. In Blender bedeutet dies, dass +Y die Rückseite und -Y die " +"Vorderseite eines Assets ist." msgid "" "When rotating an oriented 3D asset in Godot, use the ``use_model_front`` " "option on the ``look_at`` functions, and use the ``Vector3.MODEL_*`` " "constants to perform calculations in the oriented asset's local space." msgstr "" +"Wenn Sie ein orientiertes 3D-Asset in Godot drehen, verwenden Sie die Option " +"``use_model_front`` für die ``look_at``-Funktionen, und verwenden Sie die " +"Konstanten ``Vector3.MODEL_*``, um Berechnungen im Local-Space des " +"orientierten Assets durchzuführen." msgid "" "For assets without an intrinsic front side or forward direction, such as a " @@ -63,11 +83,16 @@ msgid "" "system, this implies that +Z is south and -Z is north. In Blender, this " "means that +Y is north and -Y is south." msgstr "" +"Bei Objekten ohne eigene Vorderseite oder Vorwärtsrichtung, wie z.B. einer " +"Spielkarte oder einem Terrain, sind stattdessen die Himmelsrichtungen zu " +"beachten. In Godot und den meisten anderen Anwendungen gilt die Konvention, " +"dass +X für Osten und -X für Westen steht. Aufgrund des rechtshändigen Y-ist-" +"oben-Koordinatensystems von Godot bedeutet dies, dass +Z Süden und -Z Norden " +"ist. In Blender bedeutet dies, dass +Y im Norden und -Y im Süden liegt." msgid "Exporting textures separately" msgstr "Texturen separat exportieren" -#, fuzzy msgid "" "While textures can be exported with a model in certain file formats, such as " "glTF 2.0, you can also export them separately. Godot uses PBR (physically " @@ -78,21 +103,20 @@ msgid "" "material-maker>`__." msgstr "" "Während Texturen mit einem Modell in bestimmten Dateiformaten, wie glTF 2.0, " -"exportiert werden, können sie auch separat exportiert werden. Godot " -"verwendet PBR (Physically Based Rendering) für seine Materialien. Wenn also " -"ein Texturierungsprogramm PBR-Texturen exportieren kann, können diese in " -"Godot funktionieren. Dazu gehören die `Substance-Suite `__, `ArmorPaint (Open Source) `__, und `Material Maker (Open Source) `__." +"exportiert werden können, können Sie sie auch separat exportieren. Godot " +"verwendet PBR (Physik-basiertes Rendering) für seine Materialien, wenn also " +"ein Texturierungsprogramm PBR-Texturen exportieren kann, funktionieren sie " +"auch in Godot. Dazu gehören die `Substance Suite `__, `ArmorPaint (open source) `__ und " +"`Material Maker (open source) `__." -#, fuzzy msgid "" "For more information on Godot's materials, see :ref:" "`doc_standard_material_3d`." msgstr "" "Weitere Informationen zu den Materialien von Godot finden Sie unter :ref:" -"`doc_spatial_material`." +"`doc_standard_material_3d`." msgid "Exporting considerations" msgstr "Überlegungen zum Exportieren" @@ -107,12 +131,11 @@ msgid "" msgstr "" "Da GPUs nur Dreiecke rendern können, müssen Meshes, die Quads oder N-Gons " "enthalten, *trianguliert* werden, bevor sie gerendert werden können. Godot " -"kann Meshes beim Importieren triangulieren, aber die Ergebnisse können " +"kann Meshes beim Importieren triangulieren, aber die Ergebnisse könnten " "unvorhersehbar oder falsch sein, insbesondere bei N-Gons. Unabhängig von der " "Zielanwendung führt das Triangulieren *vor* dem Exportieren der Szene zu " "konsistenteren Ergebnissen und sollte nach Möglichkeit durchgeführt werden." -#, fuzzy msgid "" "To avoid issues with incorrect triangulation after importing in Godot, it is " "recommended to make the 3D modeling software triangulate objects on its own. " @@ -122,39 +145,42 @@ msgid "" "a **Triangulate Faces** option in the export dialog." msgstr "" "Um Probleme mit falscher Triangulation nach dem Import in Godot zu " -"vermeiden, wird empfohlen, die 3D DCC Objekte selbständig triangulieren zu " -"lassen. In Blender können Sie dies tun, indem Sie Ihren Objekten einen " -"Triangulate Modifikator hinzufügen und sicherstellen, dass **Apply " -"Modifiers** im Exportdialog aktiviert ist. Alternativ können Sie je nach " -"Exporter eine Option **Triangulate Faces** im Exportdialog finden und " -"aktivieren." +"vermeiden, wird empfohlen, die 3D-Modellierungssoftware dazu zu bringen, " +"Objekte selbst zu triangulieren. In Blender können Sie dies tun, indem Sie " +"Ihren Objekten einen Triangulationsmodifikator hinzufügen und sicherstellen, " +"dass **Apply Modifiers** im Exportdialog aktiviert ist. Alternativ können " +"Sie, je nach Exporter, im Exportdialog die Option **Triangulate Faces** " +"suchen und aktivieren." -#, fuzzy msgid "" "To avoid issues with 3D selection in the editor, it is recommended to apply " "the object transform in the 3D modeling software before exporting the scene." msgstr "" -"Um Probleme mit der 3D-Auswahl im Editor zu vermeiden, wird empfohlen, die " -"Objekttransformation im 3D-DCC anzuwenden, bevor die Szene exportiert wird." +"Um Probleme mit der 3D-Auswahl im Editor zu vermeiden, empfiehlt es sich, " +"die Objekttransformation in der 3D-Modellierungssoftware anzuwenden, bevor " +"die Szene exportiert wird." msgid "" "It is important that the mesh is not deformed by bones when exporting. Make " "sure that the skeleton is reset to its T-pose or default rest pose before " "exporting with your favorite 3D editor." msgstr "" -"Es ist wichtig, dass das Mesh beim Export nicht durch Bones deformiert wird. " -"Stellen Sie sicher, dass das Skelett vor dem Export mit Ihrem bevorzugten 3D-" -"Editor auf seine T-Pose oder seine Standardposition zurückgesetzt wird." +"Es ist wichtig, dass das Mesh beim Export nicht durch Knochen deformiert " +"wird. Stellen Sie sicher, dass das Skelett vor dem Export mit Ihrem " +"bevorzugten 3D-Editor auf seine T-Pose oder seine Default-Standardpose " +"zurückgesetzt wird." -#, fuzzy msgid "Lighting considerations" -msgstr "Überlegungen zum Exportieren" +msgstr "Überlegungen zur Beleuchtung" msgid "" "While it's possible to import lights from a 3D scene using the glTF, ``." "blend`` or Collada formats, it's generally advised to design the scene's " "lighting in the Godot editor after importing the scene." msgstr "" +"Es ist zwar möglich, Lichter aus einer 3D-Szene in den Formaten glTF, ``." +"blend`` oder Collada zu importieren, aber im Allgemeinen ist es ratsam, die " +"Beleuchtung der Szene nach dem Import im Godot-Editor zu gestalten." msgid "" "This allows you to get a more accurate feel for the final result, as " @@ -162,6 +188,10 @@ msgid "" "any issues with lights appearing excessively strong or faint as a result of " "the import process." msgstr "" +"Auf diese Weise erhalten Sie ein genaueres Gefühl für das Endergebnis, da " +"verschiedene Engines Lichter auf unterschiedliche Weise rendern. Auf diese " +"Weise wird auch vermieden, dass die Lichter durch den Importvorgang zu stark " +"oder zu schwach erscheinen." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po index c9d7b9b13c..4f17f99326 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -19,13 +19,14 @@ msgstr "" msgid "Node type customization using name suffixes" msgstr "" +"Benutzerdefinierte Anpassungen des Node-Typs mithilfe von Namenssuffixen" msgid "" "Many times, when editing a scene, there are common tasks that need to be " "done after exporting:" msgstr "" -"Viele Male wenn eine Szene bearbeitet wird, sind häufig einige Aufgaben nach " -"dem Exportieren zu erledigen:" +"Bei der Bearbeitung einer Szene gibt es häufig Aufgaben, die nach dem " +"Exportieren erledigt werden müssen:" msgid "Adding collision detection to objects." msgstr "Kollisionserkennung zu Objekten hinzufügen." @@ -33,29 +34,28 @@ msgstr "Kollisionserkennung zu Objekten hinzufügen." msgid "Setting objects as navigation meshes." msgstr "Objekte als Navigations-Meshes setzen." -#, fuzzy msgid "" "Deleting nodes that are not used in the game engine (like specific lights " "used for modeling)." msgstr "" -"Nodes löschen, die in der Spiele-Engine nicht genutzt werden (wie bestimmte " -"Lichter die zum Modellieren genutzt wurden)." +"Nodes löschen, die nicht in der Spiele-Engine verwendet werden (z. B. " +"bestimmte Lichter, die für die Modellierung verwendet werden)." -#, fuzzy msgid "" "To simplify this workflow, Godot offers several suffixes that can be added " "to the names of the objects in your 3D modeling software. When imported, " "Godot will detect suffixes in object names and will perform actions " "automatically." msgstr "" -"Um diesen Arbeitsablauf zu vereinfachen, bietet Godot mehrere Suffixe an, " -"die den Namen der Objekte in Ihrer 3D-Modellierungssoftware hinzugefügt " -"werden können. Beim Import erkennt Godot Suffixe in Objektnamen und führt " +"Um diesen Workflow zu vereinfachen, bietet Godot verschiedene Suffixe, die " +"den Namen der Objekte in Ihrer 3D-Modellierungssoftware hinzugefügt werden " +"können. Beim Import erkennt Godot Suffixe in Objektnamen und führt " "automatisch Aktionen aus." -#, fuzzy msgid "All the suffixes described below are **case-sensitive**." -msgstr "Alle unten beschriebenen Suffixe sind *case-sensitive*." +msgstr "" +"Bei allen nachstehend beschriebenen Suffixen ist die Groß-/Kleinschreibung " +"zu beachten**." msgid "Remove nodes (-noimp)" msgstr "Nodes entfernen (-noimp)" @@ -72,6 +72,8 @@ msgid "" "This is equivalent to enabling **Skip Import** for a node in the Advanced " "Import Settings dialog." msgstr "" +"Dies ist gleichbedeutend mit der Aktivierung von **Import überspringen** für " +"einen Knoten im Dialogfeld Erweiterte Importeinstellungen." msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" msgstr "Kollisionen erzeugen (-col, -convcol, -colonly, -convcolonly)" @@ -83,14 +85,13 @@ msgid "" "accurate option for collision detection. This option is usually what you " "want for level geometry (but see also ``-colonly`` below)." msgstr "" -"Die Option ``-col`` funktioniert nur für Mesh-Objekte. Bei der Erkennung " -"wird ein untergeordneter statischer Kollisionsnode hinzugefügt, das die " -"gleiche Geometrie wie das Mesh verwendet. Dadurch wird eine Dreiecksmesh-" -"Kollisionsform erzeugt, was eine langsame, aber genaue Option für die " +"Die Option ``-col`` funktioniert nur für Mesh-Objekte. Wenn sie erkannt " +"wird, wird ein statischer Child-Collision-Node hinzugefügt, der die gleiche " +"Geometrie wie das Mesh verwendet. Dadurch wird eine Dreiecks-Mesh-Collision-" +"Shape erzeugt, was eine langsame, aber präzise Option für die " "Kollisionserkennung ist. Diese Option ist normalerweise das, was Sie für " -"ebene Geometrie wünschen (siehe aber auch ``-colonly`` weiter unten)." +"Level-Geometrie wünschen (siehe aber auch ``-colonly`` weiter unten)." -#, fuzzy msgid "" "The option ``-convcol`` will create a :ref:`class_ConvexPolygonShape3D` " "instead of a :ref:`class_ConcavePolygonShape3D`. Unlike triangle meshes " @@ -102,110 +103,116 @@ msgid "" "shape. This option is ideal for simple or dynamic objects that require " "mostly-accurate collision detection." msgstr "" -"Die Option ``-convcol`` erzeugt eine :ref:`class_convexpolygonshape` statt " -"einer :ref:`class_concavepolygonshape`. Im Gegensatz zu Dreiecksmeshes, die " -"konkav sein können, kann eine konvexe Form nur eine Form genau darstellen, " -"die keine konkaven Winkel hat (eine Pyramide ist konvex, aber ein Hohlkasten " -"ist konkav). Aus diesem Grund sind konvexe Kollisionsformen im Allgemeinen " -"nicht für ebene Geometrie geeignet. Bei der Darstellung von Meshes, die " -"einfach genug sind, können konvexe Kollisionsformen im Vergleich zu einer " -"dreieckigen Kollisionsform zu einer besseren Leistung führen. Diese Option " -"ist ideal für einfache oder dynamische Objekte, die eine weitgehend genaue " -"Kollisionserkennung erfordern." +"Mit der Option ``-convcol`` wird ein :ref:`class_ConvexPolygonShape3D` " +"anstelle eines :ref:`class_ConcavePolygonShape3D` erzeugt. Im Gegensatz zu " +"Dreiecks-Meshes, die konkav sein können, kann eine konvexe Form nur eine " +"Form genau darstellen, die keine konkaven Winkel hat (eine Pyramide ist " +"konvex, aber eine hohle Box ist konkav). Aus diesem Grund sind konvexe " +"Collision-Shapes im Allgemeinen nicht für Level-Geometrien geeignet. Wenn " +"die Meshes einfach genug sind, können konvexe Collision Shapes im Vergleich " +"zu einer dreieckigen Collision Shape zu einer besseren Performance führen. " +"Diese Option ist ideal für einfache oder dynamische Objekte, die eine " +"weitgehend genaue Kollisionserkennung erfordern." -#, fuzzy msgid "" "However, in both cases, the visual geometry may be too complex or not smooth " "enough for collisions. This can create physics glitches and slow down the " "engine unnecessarily." msgstr "" "In beiden Fällen kann die visuelle Geometrie jedoch zu komplex oder nicht " -"glatt genug für Kollisionen sein. Dies kann zu physikalischen Störungen " -"führen und die Engine unnötig verlangsamen." +"glatt genug für Kollisionen sein. Dies kann zu Physikstörungen führen und " +"die Engine unnötig verlangsamen." -#, fuzzy msgid "" "To solve this, the ``-colonly`` modifier exists. It will remove the mesh " "upon importing and will create a :ref:`class_StaticBody3D` collision " "instead. This helps the visual mesh and actual collision to be separated." msgstr "" -"Um dies zu lösen, gibt es den ``-colonly`` Modifikator. Er entfernt das Mesh " -"beim Importieren und erzeugt stattdessen eine :ref:``class_staticbody`` " -"Kollision. Dies hilft dabei, das visuelle Mesh und die tatsächliche " -"Kollision zu trennen." +"Um dieses Problem zu lösen, gibt es den ``-colonly``-Modifikator. Er " +"entfernt das Mesh beim Importieren und erzeugt stattdessen eine :ref:" +"`class_StaticBody3D` Kollision. Dies hilft, das visuelle Mesh und die " +"tatsächliche Kollision zu trennen." -#, fuzzy msgid "" "The option ``-convcolonly`` works in a similar way, but will create a :ref:" "`class_ConvexPolygonShape3D` instead using convex decomposition." msgstr "" -"Die Option ``-convcolonly`` funktioniert auf ähnliche Weise, erzeugt aber " -"stattdessen eine :ref:`class_convexpolygonshape`." +"Die Option ``-convcolonly`` arbeitet ähnlich, erzeugt aber stattdessen ein :" +"ref:`class_ConvexPolygonShape3D` unter Verwendung der konvexen Zerlegung." -#, fuzzy msgid "" "With Collada files, the option ``-colonly`` can also be used with Blender's " "empty objects. On import, it will create a :ref:`class_StaticBody3D` with a " "collision node as a child. The collision node will have one of a number of " "predefined shapes, depending on Blender's empty draw type:" msgstr "" -"Die Option ``-colonly`` kann auch mit leeren Objekten von Blender verwendet " -"werden. Beim Import wird ein :ref:``class_staticbody` mit einem " -"Kollisionsnode als Kind erzeugt. Das Kollisionsnode wird eine von mehreren " -"vordefinierten Formen haben, abhängig vom leeren Zeichnungstyp von Blender:" +"Bei Collada-Dateien kann die Option ``-colonly`` auch mit leeren Objekten " +"von Blender verwendet werden. Beim Import wird ein :ref:`class_StaticBody3D` " +"mit einem Collision-Node als Child-Node erstellt. Der Collision-Node wird " +"eine von mehreren vordefinierten Shapes haben, abhängig von Blenders leerem " +"Zeichentyp:" msgid "Choosing a draw type for an Empty on creation in Blender" msgstr "" +"Auswahl eines Zeichentyps für ein leeres Objekt bei der Erstellung in Blender" -#, fuzzy msgid "Single arrow will create a :ref:`class_SeparationRayShape3D`." -msgstr "Ein einzelner Pfeil erzeugt eine :ref:`class_rayshape`." +msgstr "Ein einzelner Pfeil erzeugt einen :ref:`class_SeparationRayShape3D`." -#, fuzzy msgid "Cube will create a :ref:`class_BoxShape3D`." -msgstr "Cube erzeugt eine :ref:`class_boxshape`." +msgstr "Box erstellt eine :ref:`class_BoxShape3D`." -#, fuzzy msgid "Image will create a :ref:`class_WorldBoundaryShape3D`." -msgstr "Das Bild erstellt eine :ref:`class_planeshape`." +msgstr "Bild erstellt ein :ref:`class_WorldBoundaryShape3D`." -#, fuzzy msgid "" "Sphere (and the others not listed) will create a :ref:`class_SphereShape3D`." msgstr "" -"Sphäre (und andere nicht gelistete) erzeugen ein :ref:`class_sphereshape`." +"Kugel (und die anderen nicht aufgeführten) erstellt eine :ref:" +"`class_SphereShape3D`." msgid "" "When possible, **try to use a few primitive collision shapes** instead of " "triangle mesh or convex shapes. Primitive shapes often have the best " "performance and reliability." msgstr "" -"Wenn möglich, **versuchen Sie, einige wenige primitive Kollisionsformen** " -"anstelle von Dreiecksmesh oder konvexen Formen zu verwenden. Primitive " -"Formen haben oft die beste Leistung und Zuverlässigkeit." +"Wenn möglich, **versuchen Sie, einige wenige primitive Collision-Shapes** " +"anstelle von Dreiecks-Mesh oder konvexen Shapes zu verwenden. Primitive " +"Shapes haben oft die beste Performance und Zuverlässigkeit." -#, fuzzy msgid "" "For better visibility on Blender's editor, you can set the \"X-Ray\" option " "on collision empties and set some distinct color for them by changing **Edit " "> Preferences > Themes > 3D Viewport > Empty**." msgstr "" -"Für eine bessere Sichtbarkeit im Editor von Blender können Sie die Option " -"\"X-Ray\" für leere Kollisionen einstellen und in Blender's " -"**Benutzereinstellungen > Themen > 3D-Ansicht > Leer** eine bestimmte Farbe " -"für sie festlegen." +"Für eine bessere Sichtbarkeit im Blender-Editor können Sie die \"Röntgen\"-" +"Option für leere Collision-Objekte aktivieren und eine bestimmte Farbe für " +"sie festlegen, indem Sie **Bearbeiten > Einstellungen > Themes > 3D-Viewport " +"> leere Objekte** ändern." msgid "" "If using Blender 2.79 or older, follow these steps instead: **User " "Preferences > Themes > 3D View > Empty**." msgstr "" +"Wenn Sie Blender 2.79 oder älter verwenden, folgen Sie stattdessen diesen " +"Schritten: **Benutzervorgaben > Themes > 3D-Ansicht > leere Objekte**." msgid "" "See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " "shapes." msgstr "" "Siehe :ref:`doc_collision_shapes_3d` für einen umfassenden Überblick über " -"Kollisionsformen." +"Collision-Shapes." + +msgid "Create Occluder (-occ, -occonly)" +msgstr "" + +msgid "" +"If a mesh is imported with the ``-occ`` suffix an :ref:`class_occluder3D` " +"node will be created based on the geometry of the mesh, it does not replace " +"the mesh. A mesh node with the ``-occonly`` suffix will be converted to an :" +"ref:`class_occluder3D` on import." +msgstr "" msgid "Create navigation (-navmesh)" msgstr "Navigation erzeugen (-navmesh)" @@ -214,57 +221,53 @@ msgid "" "A mesh node with the ``-navmesh`` suffix will be converted to a navigation " "mesh. The original Mesh object will be removed at import-time." msgstr "" -"Ein Mesh Node mit dem Suffix ``-navmesh`` wird in ein Navigations mesh " +"Ein Mesh-Node mit dem Suffix ``-navmesh`` wird in ein Navigations-Mesh " "umgewandelt. Das ursprüngliche Mesh-Objekt wird zum Zeitpunkt des Imports " "entfernt." msgid "Create a VehicleBody (-vehicle)" -msgstr "Ein Fahrzeug-Körper erzeugen (-vehicle)" +msgstr "Erstellen eines VehicleBody (-vehicle)" -#, fuzzy msgid "" "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :" "ref:`class_VehicleBody3D` node." msgstr "" -"Ein mesh node mit dem Suffix ``-vehicle`` wird als Kind eines :ref:" -"`class_VehicleBody` -Nodes importiert." +"Ein Mesh-Node mit dem Suffix ``-vehicle`` wird als Child-Node eines :ref:" +"`class_VehicleBody3D`-Nodes importiert." msgid "Create a VehicleWheel (-wheel)" -msgstr "Ein Fahrzeug-Rad erzeugen (-wheel)" +msgstr "Erstellen eines VehicleWheel (-wheel)" -#, fuzzy msgid "" "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:" "`class_VehicleWheel3D` node." msgstr "" -"Ein mesh node mit dem Suffix ``-wheel`` wird als Kind zu einem :ref:" -"`class_VehicleWheel` Node importiert." +"Ein Mesh-Node mit dem Suffix ``-wheel`` wird als Child-Node eines :ref:" +"`class_VehicleWheel3D`-Nodes importiert." msgid "Rigid Body (-rigid)" -msgstr "Starrer Körper (-rigid)" +msgstr "Rigid Body (-rigid)" -#, fuzzy msgid "" "A mesh node with the ``-rigid`` suffix will be imported as a :ref:" "`class_RigidBody3D`." msgstr "" -"Ein mesh node mit dem Suffix ``-rigid`` wird als ein :ref:`class_RigidBody` " +"Ein Node mit dem Suffix ``-rigid`` wird als :ref:`class_RigidBody3D` " "importiert." msgid "Animation loop (-loop, -cycle)" -msgstr "Animations-Schleife (-loop, -cycle)" +msgstr "Animations-Loop (-loop, -cycle)" -#, fuzzy msgid "" "Animation clips in the source 3D file that start or end with the token " "``loop`` or ``cycle`` will be imported as a Godot :ref:`class_Animation` " "with the loop flag set. **Unlike the other suffixes described above, this " "does not require a hyphen.**" msgstr "" -"Animationsclips im COLLADA-Dokument, die mit dem Token ``loop`` oder " -"``cycle`` beginnen oder enden, werden als Godot-Animation mit gesetztem Loop-" -"Flag importiert. **Im Gegensatz zu den anderen oben beschriebenen Suffixen " -"ist hier kein Bindestrich erforderlich.**" +"Animationsclips in der 3D-Quelldatei, die mit dem Token ``loop`` oder " +"``cycle`` beginnen oder enden, werden als Godot-:ref:`class_Animation` mit " +"gesetztem Loop-Flag importiert. **Im Gegensatz zu den anderen oben " +"beschriebenen Suffixen ist hier kein Bindestrich erforderlich.**" msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po index 25171cadb0..7a77591d2e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,16 +20,14 @@ msgstr "" msgid "Importing audio samples" msgstr "Audio-Samples importieren" -#, fuzzy msgid "Supported audio formats" -msgstr "Unterstützte Bildformate" +msgstr "Unterstützte Audioformate" -#, fuzzy msgid "" "Godot provides 3 options to import your audio data: WAV, Ogg Vorbis and MP3." msgstr "" -"Godot bietet drei Optionen für den Import Ihrer Audiodaten: WAV, Ogg Vorbis " -"und MP3." +"Godot bietet 3 Optionen für den Import Ihrer Audiodaten: WAV, Ogg Vorbis und " +"MP3." msgid "Each format has different advantages:" msgstr "Jedes Format hat unterschiedliche Vorteile:" @@ -52,32 +50,31 @@ msgstr "" "kleineren Dateigröße führt, für die Wiedergabe jedoch erheblich mehr " "Rechenleistung benötigt." -#, fuzzy msgid "" "MP3 files use better compression than WAV with IMA-ADPCM, but worse than Ogg " "Vorbis. This means that a MP3 file with roughly equal quality to Ogg Vorbis " "will be significantly larger. On the bright side, MP3 requires less CPU " "usage to play back compared to Ogg Vorbis." msgstr "" -"MP3-Dateien verwenden eine bessere Kompression als WAV mit IMA-ADPCM, aber " -"eine schlechtere als Ogg Vorbis. Das bedeutet, dass eine MP3-Datei mit etwa " -"gleicher Qualität wie Ogg Vorbis deutlich größer ist. Positiv ist, dass MP3 " -"im Vergleich zu Ogg Vorbis weniger CPU-Belastung bei der Wiedergabe " -"benötigt. Dies macht MP3 nützlich für mobile und HTML5-Projekte, bei denen " -"die CPU-Ressourcen begrenzt sind, insbesondere wenn mehrere komprimierte " -"Sounds gleichzeitig abgespielt werden (z. B. lange Umgebungsgeräusche)." +"MP3-Dateien werden mit IMA-ADPCM besser komprimiert als WAV, aber schlechter " +"als Ogg Vorbis. Das bedeutet, dass eine MP3-Datei, die in etwa die gleiche " +"Qualität wie Ogg Vorbis hat, deutlich größer ist. Positiv ist, dass MP3 im " +"Vergleich zu Ogg Vorbis eine geringere CPU-Auslastung bei der Wiedergabe " +"erfordert." msgid "" "If you've compiled the Godot editor from source with specific modules " "disabled, some formats may not be available." msgstr "" -"Wenn Sie den Godot-Editor aus dem Quellcode mit deaktivierten Modulen " -"kompiliert haben, sind einige Formate möglicherweise nicht verfügbar." +"Wenn Sie den Godot-Editor aus dem Quellcode mit bestimmten deaktivierten " +"Modulen kompiliert haben, sind einige Formate möglicherweise nicht verfügbar." msgid "" "Here is a comparative chart representing the file size of 1 second of audio " "with each format:" msgstr "" +"Hier ist eine Vergleichstabelle für die Dateigröße von 1 Sekunde Audio mit " +"jedem Format:" msgid "Format" msgstr "Format" @@ -129,108 +126,139 @@ msgid "" "efficient. VBR encoding makes the effective audio file size depend on how " "\"complex\" the source audio is." msgstr "" +"Beachten Sie, dass die Zahlen für MP3 und Ogg Vorbis je nach Kodierungstyp " +"variieren können. Die obigen Zahlen beziehen sich der Einfachheit halber " +"auf :abbr:`CBR (Constant Bit Rate)`-Kodierung, aber die meisten Ogg Vorbis- " +"und MP3-Dateien, die Sie online finden können, sind mit :abbr:`VBR (Variable " +"Bit Rate)`-Kodierung kodiert, die effizienter ist. Bei der VBR-Kodierung " +"hängt die effektive Größe der Audiodatei davon ab, wie \"komplex\" die " +"Audioquelle ist." -#, fuzzy msgid "" "Consider using WAV for short and repetitive sound effects, and Ogg Vorbis " "for music, speech, and long sound effects. MP3 is useful for mobile and web " "projects where CPU resources are limited, especially when playing multiple " "compressed sounds at the same time (such as long ambient sounds)." msgstr "" -"MP3-Dateien verwenden eine bessere Kompression als WAV mit IMA-ADPCM, aber " -"eine schlechtere als Ogg Vorbis. Das bedeutet, dass eine MP3-Datei mit etwa " -"gleicher Qualität wie Ogg Vorbis deutlich größer ist. Positiv ist, dass MP3 " -"im Vergleich zu Ogg Vorbis weniger CPU-Belastung bei der Wiedergabe " -"benötigt. Dies macht MP3 nützlich für mobile und HTML5-Projekte, bei denen " -"die CPU-Ressourcen begrenzt sind, insbesondere wenn mehrere komprimierte " -"Sounds gleichzeitig abgespielt werden (z. B. lange Umgebungsgeräusche)." +"Verwenden Sie WAV für kurze und sich wiederholende Soundeffekte und Ogg " +"Vorbis für Musik, Sprache und lange Soundeffekte. MP3 ist nützlich für " +"Mobile- und Web-Projekte, bei denen die CPU-Ressourcen begrenzt sind, " +"insbesondere wenn mehrere komprimierte Sounds gleichzeitig abgespielt werden " +"(z. B. lange Umgebungsgeräusche)." msgid "" "Several options are available in the Import dock after selecting a WAV file " "in the FileSystem dock:" msgstr "" +"Nach der Auswahl einer WAV-Datei im Dateisystem-Dock stehen im Import-Dock " +"mehrere Optionen zur Verfügung:" msgid "" "Import options in the Import dock after selecting a WAV file in the " "FileSystem dock" msgstr "" +"Importoptionen im Import-Dock nach Auswahl einer WAV-Datei im Dateisystem-" +"Dock" msgid "" "The set of options available after selecting a Ogg Vorbis or MP3 file is " "different:" msgstr "" +"Die Optionen, die nach der Auswahl einer Ogg Vorbis- oder MP3-Datei zur " +"Verfügung stehen, sind unterschiedlich:" msgid "" "Import options in the Import dock after selecting a MP3 file in the " "FileSystem dock" msgstr "" +"Importoptionen im Import-Dock nach Auswahl einer MP3-Datei im Dateisystem-" +"Dock" msgid "" "Import options in the Import dock after selecting a MP3 file in the " "FileSystem dock. Options are identical for Ogg Vorbis files." msgstr "" +"Importoptionen im Import-Dock nach Auswahl einer MP3-Datei im Dateisystem-" +"Dock. Die Optionen sind für Ogg Vorbis-Dateien identisch." msgid "" "After importing a sound, you can play it back using the AudioStreamPlayer, " "AudioStreamPlayer2D or AudioStreamPlayer3D nodes. See :ref:" "`doc_audio_streams` for more information." msgstr "" +"Nachdem Sie einen Sound importiert haben, können Sie ihn mit den Nodes " +"AudioStreamPlayer, AudioStreamPlayer2D oder AudioStreamPlayer3D wiedergeben. " +"Siehe :ref:`doc_audio_streams` für weitere Informationen." -#, fuzzy msgid "Import options (WAV)" -msgstr "Import-Optionen" +msgstr "Import-Optionen (WAV)" msgid "Force > 8 Bit" -msgstr "" +msgstr "Erzwingen > 8 Bit" msgid "" "If enabled, forces the imported audio to use 8-bit quantization if the " "source file is 16-bit or higher." msgstr "" +"Wenn diese Option aktiviert ist, werden die importierten Audiodaten auf 8-" +"Bit-Quantisierung umgestellt, wenn die Quelldatei 16-Bit oder höher ist." msgid "" "Enabling this is generally not recommended, as 8-bit quantization decreases " "audio quality significantly. If you need smaller file sizes, consider using " "Ogg Vorbis or MP3 audio instead." msgstr "" +"Die Aktivierung dieser Option wird im Allgemeinen nicht empfohlen, da die 8-" +"Bit-Quantisierung die Audioqualität erheblich beeinträchtigt. Wenn Sie " +"kleinere Dateigrößen benötigen, sollten Sie stattdessen Ogg Vorbis oder MP3-" +"Audio verwenden." msgid "Force > Mono" -msgstr "" +msgstr "Erzwingen > Mono" msgid "" "If enabled, forces the imported audio to be mono if the source file is " "stereo. This decreases the file size by 50% by merging the two channels into " "one." msgstr "" +"Wenn diese Option aktiviert ist, wird das importierte Audiomaterial in Mono " +"wiedergegeben, wenn die Quelldatei in Stereo vorliegt. Dadurch wird die " +"Dateigröße um 50 % verringert, da die beiden Kanäle zu einem einzigen " +"zusammengeführt werden." msgid "Force > Max Rate" -msgstr "" +msgstr "Erzwingen > Max. Rate" msgid "" "If set to a value greater than ``0``, forces the audio's sample rate to be " "reduced to a value lower than or equal to the value specified here." msgstr "" +"Wenn diese Option auf einen Wert größer als ``0`` gesetzt ist, wird die " +"Abtastrate des Audios auf einen Wert kleiner oder gleich dem hier " +"angegebenen Wert reduziert." msgid "" "This can decrease file size noticeably on certain sounds, without impacting " "quality depending on the actual sound's contents. See :ref:" "`doc_importing_audio_samples_best_practices` for more information." msgstr "" +"Dies kann die Dateigröße bei bestimmten Sounds deutlich verringern, ohne die " +"Qualität zu beeinträchtigen, je nach Inhalt des Sounds. Siehe :ref:" +"`doc_importing_audio_samples_best_practices` für weitere Informationen." msgid "Edit > Trim" -msgstr "" +msgstr "Bearbeiten > Beschneiden" -#, fuzzy msgid "" "The source audio file may contain long silences at the beginning and/or the " "end. These silences are inserted by :abbr:`DAWs (Digital Audio " "Workstations)` when saving to a waveform, which increases their size " "unnecessarily and add latency to the moment they are played back." msgstr "" -"Ein Problem, das häufig auftritt, ist, dass die Waveform mit langer Stille " -"am Anfang und am Ende exportiert wird. Diese werden von den DAWs beim " -"Speichern in eine Wellenform eingefügt, vergrößern diese unnötig und erhöhen " -"die Latenzzeit im Moment der Wiedergabe." +"Die Quell-Audiodatei kann am Anfang und/oder am Ende lange Pausen enthalten. " +"Diese Pausen werden von :abbr:`DAWs (Digital Audio Workstations)` beim " +"Speichern in eine Waveform eingefügt, was die Größe der Datei unnötig erhöht " +"und die Latenzzeit bei der Wiedergabe verlängert." msgid "" "Enabling **Trim** will automatically trim the beginning and end of the audio " @@ -238,45 +266,63 @@ msgid "" "below). A fade-in/fade-out period of 500 samples is also used during " "trimming to avoid audible pops." msgstr "" +"Wenn Sie **Beschneiden** aktivieren, werden Anfang und Ende des Audios " +"automatisch beschnitten, wenn der Pegel *nach* der Normalisierung (siehe " +"**Bearbeiten > Normalisieren** unten) unter -50 dB liegt. Beim Beschneiden " +"wird außerdem eine Fade-in-/Fade-out-Zeit von 500 Samples verwendet, um " +"hörbare Knackser zu vermeiden." -#, fuzzy msgid "Edit > Normalize" -msgstr "Editor Benutzerhandbuch" +msgstr "Bearbeiten > Normalisieren" msgid "" "If enabled, audio volume will be *normalized* so that its peak volume is " "equal to 0 dB. When enabled, normalization will make audio sound louder " "depending on its original peak volume." msgstr "" +"Wenn diese Option aktiviert ist, wird die Audiolautstärke *normalisiert*, so " +"dass die Peak-Lautstärke gleich 0 dB ist. Wenn die Normalisierung aktiviert " +"ist, wird der Ton in Abhängigkeit von seiner ursprünglichen Peak-Lautstärke " +"lauter." -#, fuzzy msgid "Edit > Loop Mode" -msgstr "Schleifenmodi" +msgstr "Bearbeiten > Loop-Modus" msgid "" "Unlike Ogg Vorbis and MP3, WAV files can contain metadata to indicate " "whether they're looping (in addition to loop points). By default, Godot will " "follow this metadata, but you can choose to apply a specific loop mode:" msgstr "" +"Im Gegensatz zu Ogg Vorbis und MP3 können WAV-Dateien Metadaten enthalten, " +"die anzeigen, ob sie in einer Loop laufen (zusätzlich zu den Loop-Punkten). " +"Standardmäßig befolgt Godot diese Metadaten, aber Sie können auch einen " +"spezifischen Loop-Modus wählen:" msgid "" "**Disabled:** Don't loop audio, even if metadata indicates the file should " "be played back looping." msgstr "" +"**Deaktiviert:** Audio nicht in Loops wiedergeben, auch wenn die Metadaten " +"darauf hinweisen, dass die Datei in Loops wiedergegeben werden soll." msgid "**Forward:** Standard audio looping." -msgstr "" +msgstr "**Vorwärts:** Standard-Audio-Looping." msgid "" "**Ping-Pong:** Play audio forward until it's done playing, then play it " "backward and repeat. This is similar to mirrored texture repeat, but for " "audio." msgstr "" +"**Ping-Pong:** Audio vorwärts abspielen, bis die Wiedergabe beendet ist, " +"dann rückwärts abspielen und wiederholen. Dies ist ähnlich wie die " +"gespiegelte Texturwiederholung, aber für Audio." msgid "" "**Backward:** Play audio in reverse and loop back to the end when done " "playing." msgstr "" +"**Rückwärts:** Audio rückwärts abspielen und nach der Wiedergabe in einer " +"Loop zum Ende zurückgehen." msgid "" "When choosing one of the **Forward**, **Ping-Pong** or **Backward** loop " @@ -285,22 +331,34 @@ msgid "" "audio file. **Loop End** is also set in samples after the beginning of the " "audio file, but will use the end of the audio file if set to ``-1``." msgstr "" +"Wenn Sie einen der Loop-Modi **Vorwärts**, **Ping-Pong** oder **Rückwärts** " +"wählen, können Sie auch Loop-Punkte definieren, um nur einen bestimmten Teil " +"des Tons zu loopen. **Loop-Beginn** wird in Samples nach dem Beginn der " +"Audiodatei festgelegt. **Loop-Ende** wird ebenfalls in Samples nach dem " +"Anfang der Audiodatei gesetzt, verwendet aber das Ende der Audiodatei, wenn " +"es auf ``-1`` gesetzt wird." msgid "" "In AudioStreamPlayer, the ``finished`` signal won't be emitted for looping " "audio when it reaches the end of the audio file, as the audio will keep " "playing indefinitely." msgstr "" +"Im AudioStreamPlayer wird das Signal ``finished`` nicht mehr ausgegeben, " +"wenn das Ende der Audiodatei erreicht ist, da die Audiodaten unbegrenzt " +"weiter abgespielt werden." -#, fuzzy msgid "Compress > Mode" -msgstr "Kompressionsmodus" +msgstr "Komprimieren > Modus" msgid "" "Two compression modes can be chosen for WAV files: **Disabled** (default) or " "**RAM (Ima-ADPCM)**. **RAM (Ima-ADPCM)** reduces file size and memory usage " "a little, at the cost of decreasing quality in an audible manner." msgstr "" +"Für WAV-Dateien können zwei Komprimierungsmodi gewählt werden: " +"**Deaktiviert** (Default) oder **RAM (Ima-ADPCM)**. **RAM (Ima-ADPCM)** " +"reduziert die Dateigröße und die Speichernutzung ein wenig, auf Kosten einer " +"hörbaren Qualitätsminderung." msgid "" "Ogg Vorbis and MP3 don't decrease quality as much and can provide greater " @@ -308,20 +366,27 @@ msgid "" "higher CPU usage is usually not a problem (especially with MP3), unless " "playing dozens of compressed sounds at the same time on mobile/web platforms." msgstr "" +"Ogg Vorbis und MP3 verringern die Qualität nicht so stark und können die " +"Dateigröße stärker reduzieren, allerdings zum Preis einer höheren CPU-" +"Auslastung während der Wiedergabe. Diese höhere CPU-Auslastung ist in der " +"Regel kein Problem (insbesondere bei MP3), es sei denn, Sie spielen Dutzende " +"von komprimierten Sounds gleichzeitig auf Mobile-/Web-Plattformen ab." msgid "Import options (Ogg Vorbis and MP3)" msgstr "Importoptionen (Ogg Vorbis und MP3)" msgid "Loop" -msgstr "Schleife" +msgstr "Loop" msgid "" "If enabled, the audio will begin playing at the beginning after playback " "ends by reaching the end of the audio." msgstr "" +"Wenn diese Option aktiviert ist, beginnt die Wiedergabe am Anfang, wenn die " +"Wiedergabe am Ende der Audiodaten endet." msgid "Loop Offset" -msgstr "Schleifenversatz" +msgstr "Loop-Versatz" msgid "" "The loop offset determines where audio will start to loop after playback " @@ -330,9 +395,15 @@ msgid "" "determined in seconds relative to the beginning of the audio, so ``0`` will " "loop the entire audio file." msgstr "" +"Der Loop-Versatz bestimmt, an welcher Stelle die Loop beginnt, wenn die " +"Wiedergabe das Ende der Audiodaten erreicht. Dies kann verwendet werden, um " +"nur einen Teil der Audiodatei in einer Loop laufen zu lassen, was für einige " +"Umgebungsgeräusche oder Musik nützlich ist. Der Wert wird in Sekunden " +"relativ zum Anfang der Audiodaten angegeben, so dass ``0`` die gesamte " +"Audiodatei wiederholt." msgid "Only has an effect if **Loop** is enabled." -msgstr "" +msgstr "Wirkt sich nur aus, wenn **Loop** aktiviert ist." msgid "" "A more convenient editor for **Loop Offset** is provided in the :ref:" @@ -340,9 +411,14 @@ msgid "" "` dialog, as it lets " "you preview your changes without having to reimport the audio." msgstr "" +"Ein komfortablerer Editor für den **Loop-Versatz** wird in den :ref:" +"`Erweiterten Importeinstellungen " +"` angeboten, da er " +"eine Vorschau der Änderungen ermöglicht, ohne dass die Audiodaten erneut " +"importiert werden müssen." msgid "BPM" -msgstr "" +msgstr "BPM" msgid "" "The Beats Per Minute of the audio track. This should match the BPM measure " @@ -350,6 +426,10 @@ msgid "" "wishes to make use of interactive music functionality (not implemented yet), " "not sound effects." msgstr "" +"Die Beats pro Minute des Audio-Tracks. Dieser Wert sollte mit dem BPM-Maß " +"übereinstimmen, das für die Komposition des Tracks verwendet wurde. Dies ist " +"nur für Musik relevant, die interaktive Musikfunktionen nutzen soll (noch " +"nicht implementiert), nicht für Soundeffekte." msgid "" "A more convenient editor for **BPM** is provided in the :ref:`Advanced " @@ -357,15 +437,22 @@ msgid "" "dialog, as it lets you preview your changes without having to reimport the " "audio." msgstr "" +"Ein komfortablerer Editor für **BPM** wird in den :ref:`Erweiterten " +"Importeinstellungen ` " +"zur Verfügung gestellt, da er Ihnen eine Vorschau Ihrer Änderungen " +"ermöglicht, ohne dass Sie die Audiodaten erneut importieren müssen." msgid "Beat Count" -msgstr "" +msgstr "Beat-Zahl" msgid "" "The beat count of the audio track. This is only relevant for music that " "wishes to make use of interactive music functionality (not implemented yet), " "not sound effects." msgstr "" +"Die Beat-Anzahl des Audio Tracks. Dies ist nur für Musik relevant, die " +"interaktive Musikfunktionalität nutzen soll (noch nicht implementiert), " +"nicht für Soundeffekte." msgid "" "A more convenient editor for **Beat Count** is provided in the :ref:" @@ -373,6 +460,10 @@ msgid "" "` dialog, as it lets " "you preview your changes without having to reimport the audio." msgstr "" +"Ein komfortablerer Editor für **Beat-Anzahl** wird in den :ref:`Erweiterten " +"Importeinstellungen ` " +"zur Verfügung gestellt, da er Ihnen eine Vorschau Ihrer Änderungen " +"ermöglicht, ohne dass Sie die Audiodaten erneut importieren müssen." msgid "Bar Beats" msgstr "Takt-Beats" @@ -382,6 +473,9 @@ msgid "" "relevant for music that wishes to make use of interactive music " "functionality (not implemented yet), not sound effects." msgstr "" +"Die Anzahl der Beats innerhalb eines einzelnen Takts im Audio-Track. Dies " +"ist nur für Musik relevant, die interaktive Musikfunktionen nutzen soll " +"(noch nicht implementiert), nicht für Soundeffekte." msgid "" "A more convenient editor for **Bar Beats** is provided in the :ref:`Advanced " @@ -389,21 +483,28 @@ msgid "" "dialog, as it lets you preview your changes without having to reimport the " "audio." msgstr "" +"Ein komfortablerer Editor für **Takt-Beats** wird im :ref:`Erweiterte " +"Importeinstellungen ` " +"zur Verfügung gestellt, da er Ihnen eine Vorschau Ihrer Änderungen " +"ermöglicht, ohne dass Sie die Audiodaten erneut importieren müssen." msgid "Advanced import settings (Ogg Vorbis and MP3)" -msgstr "" +msgstr "Erweiterte Importeinstellungen (Ogg Vorbis und MP3)" msgid "" "If you double-click an Ogg Vorbis or MP3 file in the FileSystem dock (or " "choose **Advanced…** in the Import dock), you will see a dialog appear:" msgstr "" +"Wenn Sie auf eine Ogg Vorbis- oder MP3-Datei im Dateisystem-Dock " +"doppelklicken (oder **Erweitert...** im Import-Dock wählen), wird ein " +"Dialogfeld angezeigt:" msgid "" "Advanced dialog when double-clicking a Ogg Vorbis or MP3 file in the " "FileSystem dock" msgstr "" "Erweiterter Dialog beim Doppelklick auf eine Ogg Vorbis- oder MP3-Datei im " -"FileSystem-Dock" +"Dateisystem-Dock" msgid "" "This dialog allows you to edit the audio's loop point with a real-time " @@ -412,19 +513,27 @@ msgid "" "the future for interactive music support (which allows smoothly " "transitioning between different music tracks)." msgstr "" +"In diesem Dialogfeld können Sie den Loop-Punkt der Audiodaten mit einer " +"Echtzeitvorschau bearbeiten, zusätzlich zu den :abbr:`BPM (Beats Per " +"Minute)`, der Beat-Anzahl und den Takt-Beats. Diese 3 Einstellungen werden " +"derzeit nicht verwendet, aber sie werden in Zukunft für die Unterstützung " +"interaktiver Musik verwendet (was einen reibungslosen Übergang zwischen " +"verschiedenen Tracks ermöglicht)." msgid "" "Unlike WAV files, Ogg Vorbis and MP3 only support a \"loop begin\" loop " "point, not a \"loop end\" point. Looping can also be only be standard " "forward looping, not ping-pong or backward." msgstr "" +"Im Gegensatz zu WAV-Dateien unterstützen Ogg Vorbis und MP3 nur einen \"Loop-" +"Anfang\"-Loop-Punkt, keinen \"Loop-Ende\"-Punkt. Loops können auch nur " +"standardmäßig vorwärts geloopt werden, nicht per Ping-Pong oder rückwärts." msgid "Best practices" msgstr "Bewährte Praktiken" -#, fuzzy msgid "Use appropriate quality settings" -msgstr "Projekteinstellungen verwenden" +msgstr "Geeignete Qualitätseinstellungen verwenden" msgid "" "While keeping pristine-quality audio sources is important if you're " @@ -432,17 +541,28 @@ msgid "" "necessary. For WAV files, Godot offers several import options to reduce the " "final file size without modifying the source file on disk." msgstr "" +"Während es für die Bearbeitung wichtig ist, dass die Audioquellen in " +"erstklassiger Qualität vorliegen, ist es nicht notwendig, die gleiche " +"Qualität für das exportierte Projekt zu verwenden. Für WAV-Dateien bietet " +"Godot mehrere Importoptionen, um die endgültige Dateigröße zu reduzieren, " +"ohne die Quelldatei auf der Festplatte zu verändern." msgid "" "To reduce memory usage and file size, choose an appropriate quantization, " "sample rate and number of channels for your audio:" msgstr "" +"Um den Speicherbedarf und die Dateigröße zu reduzieren, wählen Sie eine " +"geeignete Quantisierung, Abtastrate und Anzahl der Kanäle für Ihre " +"Audiodaten:" msgid "" "There's no *audible* benefit to using 24-bit audio, especially in a game " "where several sounds are often playing at the same time (which makes it " "harder to appreciate individual sounds)." msgstr "" +"Es gibt keinen *hörbaren* Vorteil bei der Verwendung von 24-Bit-Audio, " +"insbesondere in einem Spiel, in dem oft mehrere Sounds gleichzeitig " +"abgespielt werden (was es schwieriger macht, einzelne Sounds zu erkennen)." msgid "" "Unless you are slowing down the audio at run-time, there's no *audible* " @@ -451,6 +571,12 @@ msgid "" "import option to limit the sample rate of the imported sound (only available " "for WAV files)." msgstr "" +"Sofern Sie das Audiomaterial nicht zur Laufzeit verlangsamen, gibt es keinen " +"*hörbaren* Vorteil, wenn Sie eine Abtastrate von mehr als 48 kHz verwenden. " +"Wenn Sie eine Quelle mit einer höheren Abtastrate für die Bearbeitung " +"behalten möchten, verwenden Sie die Importoption **Erzwingen > Max. Rate**, " +"um die Abtastrate des importierten Sounds zu begrenzen (nur für WAV-Dateien " +"verfügbar)." msgid "" "Many sound effects can generally be converted to mono as opposed to stereo. " @@ -458,6 +584,11 @@ msgid "" "Mono** import option to convert the imported sound to mono (only available " "for WAV files)." msgstr "" +"Viele Soundeffekte können in der Regel in Mono und nicht in Stereo " +"konvertiert werden. Wenn Sie eine Quelle mit Stereo für die Bearbeitung " +"behalten möchten, verwenden Sie die Importoption **Erzwingen > Mono**, um " +"den importierten Sound in Mono zu konvertieren (nur für WAV-Dateien " +"verfügbar)." msgid "" "Voices can generally be converted to mono, but can also have their sample " @@ -465,9 +596,13 @@ msgid "" "voice is very high-pitched). This is because most human voices never go past " "11 kHz." msgstr "" +"Stimmen können in der Regel in Mono umgewandelt werden, aber auch ihre " +"Abtastrate kann ohne merklichen Qualitätsverlust auf 22 kHz reduziert werden " +"(es sei denn, die Stimme ist sehr hoch). Dies liegt daran, dass die meisten " +"menschlichen Stimmen nie über 11 kHz hinausgehen." msgid "Use real-time audio effects to reduce file size" -msgstr "" +msgstr "Verwendung von Echtzeit-Audioeffekten zur Reduzierung der Dateigröße" msgid "" "Godot has an :ref:`extensive bus system ` with built-in " @@ -475,23 +610,25 @@ msgid "" "reducing their size greatly and ensuring correct trimming." msgstr "" "Godot hat ein :ref:`umfangreiches Bussystem ` mit " -"eingebauten Effekten. Dies erspart den Spezialeffekt(SFX)-Künstlern das " -"Hinzufügen von Hall(Reverb) zu den Soundeffekten, reduziert deren Größe " -"erheblich und gewährleistet ein korrektes Trimming." +"eingebauten Effekten. Dies erspart den Soundeffekt-Designern das Hinzufügen " +"von Reverb zu den Soundeffekten, reduziert deren Größe erheblich und " +"gewährleistet ein korrektes Beschneiden." -#, fuzzy msgid "" "As you can see above, sound effects become much larger in file size with " "reverb added." msgstr "" -"Wie Sie oben sehen können, werden die Soundeffekte mit hinzugefügtem Hall " -"riesig." +"Wie Sie oben sehen können, wird die Dateigröße von Soundeffekten durch " +"Hinzufügen von Reverb wesentlich größer." msgid "" "Audio samples can be loaded and saved at runtime using :ref:`runtime file " "loading and saving `, " "including from an exported project." msgstr "" +"Audio-Samples können zur Laufzeit mit :ref:`Laufzeit-Laden und -Speichern " +"` geladen und " +"gespeichert werden, auch aus einem exportierten Projekt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po index f5b1223322..0b34c74c35 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -48,17 +48,20 @@ msgid "" "com/KhronosGroup/KTX-Software>`__. Only supports 2D images. Cubemaps, " "texture arrays and de-padding are not supported." msgstr "" +"Khronos Texture (``.ktx``) - Die Dekodierung erfolgt mit `libktx `__. Unterstützt nur 2D-Bilder. " +"Cubemaps, Textur-Arrays und De-Padding werden nicht unterstützt." msgid "" "OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." msgstr "" -"OpenEXR (``.exr``) - Unterstützt HDR (sehr empfohlen für Panoramahimmel)." +"OpenEXR (``.exr``) - Unterstützt HDR (sehr zu empfehlen für Panoramahimmel)." msgid "" "Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " "skies)." msgstr "" -"Radiance HDR (``.hdr``) - Unterstützt HDR (sehr empfohlen für " +"Radiance HDR (``.hdr``) - Unterstützt HDR (sehr zu empfehlen für " "Panoramahimmel)." msgid "" @@ -84,20 +87,26 @@ msgid "" ">`__ when importing them. `Support is limited `__; " -"complex vectors may not render correctly. You can check whether ThorVG can " -"render a certain vector correctly using its `web-based viewer `__. For complex vectors, rendering them to PNGs using " -"`Inkscape `__ is often a better solution. This can be " -"automated thanks to its `command-line interface `__." +"complex vectors may not render correctly. :ref:`Text must be converted to " +"paths `; otherwise, it won't appear in the " +"rasterized image. You can check whether ThorVG can render a certain vector " +"correctly using its `web-based viewer `__. " +"For complex vectors, rendering them to PNGs using `Inkscape `__ is often a better solution. This can be automated thanks " +"to its `command-line interface `__." msgstr "" -"SVG (``.svg``, ``.svgz``) - SVGs werden beim Importieren mit `NanoSVG " -"`__ gerastert. Die Unterstützung ist " -"begrenzt; komplexe Vektoren werden möglicherweise nicht korrekt gerendert. " -"Für komplexe Vektoren ist das Rendern in PNGs mit Inkscape oft die bessere " -"Lösung. Dies kann dank der `Befehlszeilenschnittstelle `__ " -"automatisiert werden." +"SVG (``.svg``) - SVGs werden beim Importieren mit `ThorVG `__ gerastert. `Die Unterstützung ist begrenzt `__; " +"komplexe Vektoren werden möglicherweise nicht korrekt dargestellt. Sie " +"können überprüfen, ob ThorVG einen bestimmten Vektor korrekt darstellen " +"kann, indem Sie den `webbasierten Viewer `__ " +"benutzen. Für komplexe Vektoren ist das Rendern in PNGs mit `Inkscape " +"`__ oft die bessere Lösung. Dies kann dank der " +"`Kommandozeilenschnittstelle `__ automatisiert werden." msgid "" "WebP (``.webp``) - WebP files support transparency and can be compressed " @@ -111,46 +120,53 @@ msgid "" "If you've compiled the Godot editor from source with specific modules " "disabled, some formats may not be available." msgstr "" -"Wenn Sie den Godot-Editor aus dem Quellcode mit deaktivierten Modulen " -"kompiliert haben, sind einige Formate möglicherweise nicht verfügbar." +"Wenn Sie den Godot-Editor aus dem Quellcode mit bestimmten deaktivierten " +"Modulen kompiliert haben, sind einige Formate möglicherweise nicht verfügbar." msgid "Importing textures" msgstr "Texturen importieren" -#, fuzzy msgid "" "The default action in Godot is to import images as textures. Textures are " "stored in video memory. Their pixel data can't be accessed directly from the " "CPU without converting them back to an :ref:`class_Image` in a script. This " "is what makes drawing them efficient." msgstr "" -"Die Standardaktion in Godot besteht darin, Bilder als Texturen zu " -"importieren. Texturen werden im Videospeicher gespeichert und man kann nicht " -"direkt darauf zugreifen. Dies macht das Zeichnen effizient." +"Die Default-Aktion in Godot ist der Import von Bildern als Texturen. " +"Texturen werden im Videospeicher gespeichert. Auf ihre Pixeldaten kann nicht " +"direkt von der CPU aus zugegriffen werden, ohne sie in einem Skript zurück " +"in ein :ref:`class_Image` zu konvertieren. Das macht das Zeichnen von ihnen " +"so effizient." msgid "" "There are over a dozen import options that can be adjusted after selecting " "an image in the FileSystem dock:" msgstr "" +"Es gibt mehr als ein Dutzend Importoptionen, die nach der Auswahl eines " +"Bildes im Dateisystem-Dock eingestellt werden können:" msgid "" "Import options in the Import dock after selecting an image in the FileSystem " "dock" msgstr "" +"Importoptionen im Import-Dock nach Auswahl eines Bildes im Dateisystem-Dock" msgid "" "Import options in the Import dock after selecting an image in the FileSystem " "dock. Some of these options are only visible with certain compression modes." msgstr "" +"Importoptionen im Import-Dock nach Auswahl eines Bildes im Dateisystem-Dock. " +"Einige dieser Optionen sind nur bei bestimmten Komprimierungsmodi sichtbar." -#, fuzzy msgid "Changing import type" -msgstr "Importressourcentyp ändern" +msgstr "Ändern des Importtyps" msgid "" "It is possible to choose other types of imported resources in the Import " "dock:" msgstr "" +"Es ist möglich, andere Typen von importierten Ressourcen im Import-Dock " +"auszuwählen:" msgid "" "**BitMap:** 1-bit monochrome texture (intended to be used as a click mask " @@ -159,12 +175,20 @@ msgid "" "pixel values can be queried from a script using :ref:`get_bit " "`." msgstr "" +"**BitMap:** 1-Bit-Monochrom-Textur (vorgesehen für die Verwendung als Klick-" +"Maske in :ref:`class_TextureButton` und :ref:`class_TouchScreenButton`). " +"Dieser Ressourcentyp kann nicht direkt auf 2D- oder 3D-Nodes angezeigt " +"werden, aber die Pixelwerte können von einem Skript mit :ref:`get_bit " +"` abgefragt werden." msgid "" "**Cubemap:** Import the texture as a 6-sided cubemap, with interpolation " "between the cubemap's sides (seamless cubemaps), which can be sampled in " "custom shaders." msgstr "" +"**Cubemap:** Importieren Sie die Textur als 6-seitige Cubemap, mit " +"Interpolation zwischen den Seiten der Cubemap (nahtlose Cubemaps), die in " +"benutzerdefinierten Shadern gesampelt werden können." msgid "" "**CubemapArray:** Import the texture as a collection of 6-sided cubemaps, " @@ -172,22 +196,36 @@ msgid "" "displayed when using the Forward+ or Forward Mobile rendering methods, not " "Compatibility." msgstr "" +"**CubemapArray:** Importieren der Textur als Sammlung von 6-seitigen " +"Cubemaps, die in benutzerdefinierten Shadern abgetastet werden können. " +"Dieser Ressourcentyp kann nur angezeigt werden, wenn die Rendering-Methoden " +"Forward+ oder Forward Mobile verwendet werden, nicht jedoch Kompatibilität." msgid "" "**Font Data (Monospace Image Font):** Import the image as a bitmap font " "where all characters have the same width. See :ref:`doc_gui_using_fonts`." msgstr "" +"**Schriftdaten (Monospace Image Font):** Importieren des Bildes als Bitmap-" +"Schriftart, bei der alle Zeichen die gleiche Breite haben. Siehe :ref:" +"`doc_gui_using_fonts`." msgid "" "**Image:** Import the image as-is. This resource type cannot be displayed " "directly onto 2D or 3D nodes, but the pixel values can be queried from a " "script using :ref:`get_pixel`." msgstr "" +"**Bild:** Importieren des Bildes so wie es ist. Dieser Ressourcentyp kann " +"nicht direkt auf 2D- oder 3D-Nodes angezeigt werden, aber die Pixelwerte " +"können von einem Skript mit :ref:`get_pixel` " +"abgefragt werden." msgid "" "**Texture2D:** Import the image as a 2-dimensional texture, suited for " "display on 2D and 3D surfaces. This is the default import mode." msgstr "" +"**Textur2D:** Importieren Sie das Bild als 2-dimensionale Textur, die für " +"die Darstellung auf 2D- und 3D-Oberflächen geeignet ist. Dies ist der " +"Default-Importmodus." msgid "" "**Texture2DArray:** Import the image as a collection of 2-dimensional " @@ -197,6 +235,13 @@ msgid "" "` or :ref:`3D ` to display a " "texture from a texture array." msgstr "" +"**Texture2DArray:** Importieren Sie das Bild als eine Sammlung von 2-" +"dimensionalen Texturen. Texture2DArray ist ähnlich wie eine 3-dimensionale " +"Textur, aber ohne Interpolation zwischen den Ebenen. Built-in-2D- und 3D-" +"Shader können keine Textur-Arrays anzeigen, daher müssen Sie einen " +"benutzerdefinierten Shader in :ref:`2D ` oder :ref:" +"`3D ` erstellen, um eine Textur aus einem Textur-Array " +"anzuzeigen." msgid "" "**Texture3D:** Import the image as a 3-dimensional texture. This is *not* a " @@ -206,12 +251,23 @@ msgid "" "`, :ref:`class_Environment` 3D LUT color correction and " "custom shaders." msgstr "" +"**Texture3D:** Importieren Sie das Bild als 3-dimensionale Textur. Dies ist " +"*nicht* eine 2D-Textur, die auf eine 3D-Oberfläche angewendet wird. " +"Texture3D ist ähnlich wie ein Textur-Array, aber mit Interpolation zwischen " +"den Ebenen. Texture3D wird typischerweise für :ref:`class_FogMaterial`-" +"Dichtekarten in :ref:`volumetrischem Nebel `, :ref:" +"`class_Environment`-3D-LUT-Farbkorrektur und benutzerdefinierten Shadern " +"verwendet." msgid "" "**TextureAtlas:** Import the image as an *atlas* of different textures. Can " "be used to reduce memory usage for animated 2D sprites. Only supported in 2D " "due to missing support in built-in 3D shaders." msgstr "" +"**TextureAtlas:** Importiert das Bild als einen *Atlas* verschiedener " +"Texturen. Kann verwendet werden, um die Speichernutzung für animierte 2D-" +"Sprites zu reduzieren. Wird nur in 2D unterstützt, da die Unterstützung in " +"den Built-in-3D-Shadern fehlt." msgid "Detect 3D" msgstr "3D erkennen" @@ -226,11 +282,22 @@ msgid "" "`doc_importing_images_detect_3d_compress_to` is changed. The texture is also " "reimported automatically." msgstr "" +"Die Default-Importoptionen (keine Mipmaps und **Lossless**-Kompression) sind " +"für 2D geeignet, aber nicht ideal für die meisten 3D-Projekte. **3D " +"erkennen** macht Godot darauf aufmerksam, wenn eine Textur in einer 3D-Szene " +"verwendet wird (z. B. eine Textur in einer :ref:`class_BaseMaterial3D`). " +"Wenn dies der Fall ist, werden mehrere Importoptionen geändert, so dass die " +"Textur-Flags 3D-freundlicher sind. Mipmaps werden aktiviert und der " +"Kompressionsmodus wird auf **VRAM Compressed** geändert, es sei denn :ref:" +"`doc_importing_images_detect_3d_compress_to` wird geändert. Die Textur wird " +"außerdem automatisch neu importiert." msgid "" "A message is printed to the Output panel when a texture is detected to be " "used in 3D." msgstr "" +"Wenn eine Textur erkannt wird, die in 3D verwendet werden soll, wird eine " +"Meldung auf dem Ausgabe-Panel ausgegeben." msgid "" "If you run into quality issues when a texture is detected to be used in 3D " @@ -241,6 +308,14 @@ msgid "" "3D**, as mipmap generation remains enabled to prevent textures from looking " "grainy at a distance." msgstr "" +"Wenn Sie auf Qualitätsprobleme stoßen, wenn eine Textur zur Verwendung in 3D " +"erkannt wird (z.B. bei Pixel-Art-Texturen), ändern Sie die Option :ref:" +"`doc_importing_images_detect_3d_compress_to`, bevor Sie die Textur in 3D " +"verwenden, oder ändern Sie :ref:`doc_importing_images_compress_mode` auf " +"**verlustfrei**, nachdem Sie die Textur in 3D verwendet haben. Dies ist der " +"Deaktivierung von **3D erkennen** vorzuziehen, da die Mipmap-Erzeugung " +"aktiviert bleibt, um zu verhindern, dass Texturen aus der Entfernung körnig " +"aussehen." msgid "Import options" msgstr "Import-Optionen" @@ -249,6 +324,8 @@ msgid "" "In Godot 4.0, changing the texture filter and repeat mode is no longer done " "in the import options." msgstr "" +"In Godot 4.0 wird die Änderung des Texturfilters und des Wiederholungsmodus " +"nicht mehr in den Importoptionen vorgenommen." msgid "" "Instead, texture filter and repeat modes are changed in the CanvasItem " @@ -258,21 +335,26 @@ msgid "" "uniform using hints described in the :ref:`doc_shading_language` " "documentation." msgstr "" +"Stattdessen werden die Texturfilter- und Wiederholungsmodi in den CanvasItem-" +"Propertys in 2D (mit einer Projekteinstellung als Default) und in einer :ref:" +"`pro-Material-Konfiguration in 3D ` " +"geändert. In benutzerdefinierten Shadern wird der Filter- und " +"Wiederholungsmodus auf dem ``sampler2D``-Uniform mit Hilfe von Hints " +"geändert, die in der :ref:`doc_shading_language`-Dokumentation beschrieben " +"sind." -#, fuzzy msgid "Compress > Mode" -msgstr "Kompressionsmodus" +msgstr "Komprimieren > Modus" msgid "" "Images are one of the largest assets in a game. To handle them efficiently, " "they need to be compressed. Godot offers several compression methods, " "depending on the use case." msgstr "" -"Bilder sind einer der größten Nutzerinhalte in einem Spiel. Um sie effizient " +"Bilder sind einer der größten Assets in einem Spiel. Um sie effizient " "verarbeiten zu können, müssen sie komprimiert werden. Godot bietet je nach " "Anwendungsfall mehrere Komprimierungsverfahren an." -#, fuzzy msgid "" "**Lossless:** This is the default and most common compression mode for 2D " "assets. It shows assets without any kind of artifacting, and disk " @@ -280,27 +362,24 @@ msgid "" "than VRAM Compression, though. This is also the recommended setting for " "pixel art." msgstr "" -"**Verlustfreie Komprimierung:** Dies ist der gebräuchlichste " +"**Verlustfrei:** Dies ist der Default und gebräuchlichste " "Komprimierungsmodus für 2D-Assets. Er zeigt Assets ohne jegliche Art von " -"Artefakten an, und die Festplattenkomprimierung ist anständig. Sie benötigt " +"Artefakten an, und die Festplattenkomprimierung ist akzeptabel. Sie benötigt " "jedoch wesentlich mehr Videospeicher als die VRAM-Komprimierung. Dies ist " -"auch die empfohlene Einstellung für Pixelkunst." +"auch die empfohlene Einstellung für Pixel-Art." -#, fuzzy msgid "" "**Lossy:** This is a good choice for large 2D assets. It has some artifacts, " "but less than VRAM compression and the file size is several times lower " "compared to Lossless or VRAM Uncompressed. Video memory usage isn't " "decreased by this mode; it's the same as with Lossless or VRAM Uncompressed." msgstr "" -"**Verlustbehaftete Komprimierung:** Dies ist eine gute Wahl für große 2D-" -"Assets. Sie hat einige Artefakte, aber weniger als VRAM und die Dateigröße " -"ist im Vergleich zu verlustlos oder unkomprimiert um ein Vielfaches " -"geringer. Die Nutzung des Videospeichers wird durch diesen Modus nicht " -"verringert; es ist derselbe wie bei der verlustfreien oder unkomprimierten " -"Komprimierung." +"**Verlustbehaftet:** Dies ist eine gute Wahl für große 2D-Assets. Sie hat " +"einige Artefakte, aber weniger als VRAM und die Dateigröße ist im Vergleich " +"zu \"Verlustfrei\" oder \"VRAM-Unkomprimiert\" um ein Vielfaches geringer. " +"Die Nutzung des Videospeichers wird durch diesen Modus nicht verringert; es " +"ist derselbe wie bei \"Verlustfrei\" oder \"VRAM-Unkomprimiert\"." -#, fuzzy msgid "" "**VRAM Compressed:** This is the default and most common compression mode " "for 3D assets. Size on disk is reduced and video memory usage is also " @@ -308,19 +387,19 @@ msgid "" "should be avoided for 2D as it exhibits noticeable artifacts, especially for " "lower-resolution textures." msgstr "" -"**VRAM-Komprimierung:** Dies ist der gebräuchlichste Komprimierungsmodus für " -"3D-Assets. Die Größe auf der Festplatte wird reduziert, und auch die Nutzung " -"des Videospeichers wird erheblich verringert (normalerweise um einen Faktor " -"zwischen 4 und 6). Dieser Modus sollte für 2D vermieden werden, da er " -"auffällige Artefakte aufweist." +"**VRAM-Komprimiert:** Dies ist der Default und der gebräuchlichste " +"Komprimierungsmodus für 3D-Assets. Die Größe auf der Festplatte wird " +"reduziert, und auch die Nutzung des Videospeichers wird erheblich verringert " +"(normalerweise um einen Faktor zwischen 4 und 6). Dieser Modus sollte für 2D " +"vermieden werden, da er auffällige Artefakte aufweist, insbesondere bei " +"Texturen mit geringerer Auflösung." -#, fuzzy msgid "" "**VRAM Uncompressed:** Only useful for formats that can't be compressed, " "such as raw floating-point images." msgstr "" -"**Unkomprimiert:** Nur nützlich für Formate, die nicht komprimiert werden " -"können (wie z.B. rohe Float-Bilder)." +"**VRAM-Unkomprimiert:** Nur nützlich für Formate, die nicht komprimiert " +"werden können, wie z. B. Raw-Float-Bilder." msgid "" "**Basis Universal:** This alternative VRAM compression mode encodes the " @@ -331,20 +410,30 @@ msgid "" "Universal does not support floating-point image formats (the engine will " "internally fall back to VRAM Compressed instead)." msgstr "" +"**Basis Universal:** Dieser alternative VRAM-Komprimierungsmodus kodiert die " +"Textur in ein Format, das zur Ladezeit in die meisten GPU-komprimierten " +"Formate transkodiert werden kann. Dies liefert sehr kleine Dateien mit VRAM-" +"Komprimierung, zum Preis einer geringeren Qualität im Vergleich zu \"VRAM-" +"Komprimiert\", sowie langsamen Kompressionszeiten. Der VRAM-Verbrauch ist in " +"der Regel derselbe wie bei \"VRAM-Komprimiert\". Basis Universal unterstützt " +"keine Float-Bildformate (die Engine greift stattdessen intern auf \"VRAM-" +"Komprimiert\" zurück)." msgid "" "Even in 3D, \"pixel art\" textures should have VRAM compression disabled as " "it will negatively affect their appearance, without improving performance " "significantly due to their low resolution." msgstr "" +"Selbst in 3D sollte die VRAM-Komprimierung von \"Pixel Art\"-Texturen " +"deaktiviert werden, da sie sich negativ auf ihr Aussehen auswirkt, ohne die " +"Performance aufgrund ihrer geringen Auflösung wesentlich zu verbessern." -#, fuzzy msgid "" "In this table, each of the 5 options are described together with their " "advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -"In dieser Tabelle wird jede der vier Optionen zusammen mit ihren Vor- und " -"Nachteilen beschrieben (|gut| = beste, |schlecht| = schlechteste):" +"In dieser Tabelle wird jede der 5 Optionen zusammen mit ihren Vor- und " +"Nachteilen beschrieben (|good| = beste, |bad| = schlechteste):" msgid "good" msgstr "gut" @@ -352,77 +441,65 @@ msgstr "gut" msgid "bad" msgstr "schlecht" -#, fuzzy msgid "Compress mode" msgstr "Kompressionsmodus" -#, fuzzy msgid "Lossless" -msgstr "Komprimiert verlustfrei (PNG)" +msgstr "Verlustfrei" msgid "Lossy" -msgstr "" +msgstr "Verlustbehaftet" -#, fuzzy msgid "VRAM Compressed" -msgstr "Komprimieren" +msgstr "VRAM-Komprimiert" -#, fuzzy msgid "VRAM Uncompressed" -msgstr "Unkomprimiert" +msgstr "VRAM-Unkomprimiert" msgid "Basis Universal" -msgstr "" +msgstr "Basis Universal" msgid "**Description**" msgstr "**Beschreibung**" -#, fuzzy msgid "Stored as Lossless WebP / PNG" -msgstr "Komprimiert verlustfrei (PNG)" +msgstr "Gespeichert als verlustfreies WebP / PNG" -#, fuzzy msgid "Stored as Lossy WebP" -msgstr "Gespeichert als WebP" +msgstr "Gespeichert als verlustbehaftetes WebP" -#, fuzzy msgid "Stored as S3TC, BPTC or ETC2 depending on platform" -msgstr "Gespeichert als S3TC/BC oder PVRTC/ETC je nach Plattform" +msgstr "Je nach Plattform als S3TC, BPTC oder ETC2 gespeichert" msgid "Stored as raw pixels" -msgstr "Gespeichert als unbearbeitete Pixel" +msgstr "Gespeichert als Raw-Pixel" msgid "Transcoded to VRAM Compressed format" -msgstr "" +msgstr "Transkodiert ins \"VRAM-Komprimiert\"-Format" -#, fuzzy msgid "**Size on disk**" -msgstr "Größe auf Disk" +msgstr "**Größe auf Disk**" msgid "|regular| Small" msgstr "|regular| Klein" -#, fuzzy msgid "regular" -msgstr "|regular| Klein" +msgstr "regulär" -#, fuzzy msgid "|good| Very small" msgstr "|good| Sehr Klein" msgid "|bad| Large" msgstr "|bad| Groß" -#, fuzzy msgid "**Memory usage**" -msgstr "Speichernutzung" +msgstr "**Speichernutzung**" msgid "|good| Small" msgstr "|good| Klein" -#, fuzzy msgid "**Performance**" -msgstr "**Leistung:**" +msgstr "**Performance**" msgid "|regular| Normal" msgstr "|regular| Normal" @@ -430,9 +507,8 @@ msgstr "|regular| Normal" msgid "|good| Fast" msgstr "|good| Schnell" -#, fuzzy msgid "**Quality loss**" -msgstr "Qualitätseinbußen" +msgstr "**Qualitätseinbußen**" msgid "|good| None" msgstr "|good| Nichts" @@ -443,65 +519,67 @@ msgstr "|regular| Gering" msgid "|bad| Moderate" msgstr "|bad| Mittelmäßig" -#, fuzzy msgid "**Load time**" -msgstr "Ladezeit" +msgstr "**Ladezeiten**" msgid "|bad| Slow" msgstr "|bad| Langsam" msgid "Estimated memory usage for a single RGBA8 texture with mipmaps enabled:" msgstr "" +"Geschätzter Speicherverbrauch für eine einzelne RGBA8-Textur mit aktivierten " +"Mipmaps:" -#, fuzzy msgid "Texture size" -msgstr "Beschränkung der Texturgröße" +msgstr "Texturgröße" msgid "**128×128**" msgstr "**128×128**" msgid "|good| 85 KiB" -msgstr "" +msgstr "|good| 85 KiB" msgid "|good| 21 KiB" -msgstr "" +msgstr "|good| 21 KiB" msgid "**256×256**" msgstr "**256×256**" msgid "|good| 341 KiB" -msgstr "" +msgstr "|good| 341 KiB" msgid "**512×512**" msgstr "**512×512**" msgid "|good| 1.33 MiB" -msgstr "" +msgstr "|good| 1.33 MiB" msgid "**1024×1024**" msgstr "**1024×1024**" -#, fuzzy msgid "|regular| 5.33 MiB" -msgstr "|regular| Gering" +msgstr "|regular| 5.33 MiB" msgid "**2048×2048**" msgstr "**2048×2048**" msgid "|bad| 21.33 MiB" -msgstr "" +msgstr "|bad| 21.33 MiB" msgid "**4096×4096**" msgstr "**4096×4096**" msgid "|bad| 85.33 MiB" -msgstr "" +msgstr "|bad| 85.33 MiB" msgid "" "In the above table, memory usage will be reduced by 25% for images that do " "not have an alpha channel (RGB8). Memory usage will be further decreased by " "25% for images that have mipmaps disabled." msgstr "" +"In der obigen Tabelle wird die Speichernutzung für Bilder ohne Alphakanal " +"(RGB8) um 25 % reduziert. Die Speichernutzung wird bei Bildern, bei denen " +"Mipmaps deaktiviert sind, um weitere 25 % verringert." msgid "" "Notice how at larger resolutions, the impact of VRAM compression is much " @@ -509,6 +587,11 @@ msgid "" "VRAM compression effectively allows a texture to be twice as large on each " "axis, while using the same amount of memory on the GPU." msgstr "" +"Beachten Sie, dass bei größeren Auflösungen die Auswirkungen der VRAM-" +"Komprimierung viel größer sind. Mit einem Komprimierungsverhältnis von 4:1 " +"(6:1 für undurchsichtige Texturen mit S3TC) ermöglicht die VRAM-" +"Komprimierung effektiv, dass eine Textur auf jeder Achse doppelt so groß " +"ist, während die gleiche Menge an Speicher auf der GPU verwendet wird." msgid "" "VRAM compression also reduces the memory bandwidth required to sample the " @@ -517,32 +600,46 @@ msgid "" "factors combined make VRAM compression a must-have for 3D games with high-" "resolution textures." msgstr "" +"Die VRAM-Komprimierung verringert auch die für die Abtastung der Textur " +"erforderliche Speicherbandbreite, was das Rendering in Szenarien mit " +"eingeschränkter Speicherbandbreite beschleunigen kann (was bei integrierten " +"Grafikenchips und mobilen Geräten häufig der Fall ist). Die Kombination " +"dieser Faktoren macht die VRAM-Komprimierung zu einem Muss für 3D-Spiele mit " +"hochauflösenden Texturen." msgid "" "You can preview how much memory a texture takes by double-clicking it in the " "FileSystem dock, then looking at the Inspector:" msgstr "" +"Sie können sehen, wie viel Speicherplatz eine Textur benötigt, indem Sie auf " +"sie im Dateisystem-Dock doppelklicken und dann den Inspektor betrachten:" msgid "Previewing a texture in the Inspector" -msgstr "" +msgstr "Vorschau einer Textur im Inspektor" msgid "" "Previewing a texture in the Inspector. Credit: `Red Brick 03 - Poly Haven " "`__" msgstr "" +"Vorschau einer Textur im Inspektor. Quelle: `Red Brick 03 - Poly Haven " +"`__" msgid "Compress > High Quality" -msgstr "" +msgstr "Komprimieren > Hohe Qualität" msgid "" "High-quality VRAM texture compression is only supported in the Forward+ and " "Forward Mobile rendering methods." msgstr "" +"Hochwertige VRAM-Texturkompression wird nur in den Rendering-Methoden " +"Forward+ und Forward Mobile unterstützt." msgid "" "When using the Compatibility rendering method, this option is always " "considered disabled." msgstr "" +"Bei Verwendung der Rendering-Methode \"Kompatibilität\" wird diese Option " +"immer als deaktiviert betrachtet." msgid "" "If enabled, uses BPTC compression on desktop platforms and :abbr:`ASTC " @@ -550,6 +647,10 @@ msgid "" "When using BPTC, BC7 is used for SDR textures and BC6H is used for HDR " "textures." msgstr "" +"Wenn diese Option aktiviert ist, wird auf Desktop-Plattformen die BPTC-" +"Kompression und auf mobilen Plattformen die :abbr:`ASTC (Adaptive Scalable " +"Texture Compression)`-Kompression verwendet. Wenn BPTC verwendet wird, wird " +"BC7 für SDR-Texturen und BC6H für HDR-Texturen verwendet." msgid "" "If disabled (default), uses the faster but lower-quality S3TC compression on " @@ -557,20 +658,28 @@ msgid "" "(BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or " "normal map (:abbr:`RGTC (Red-Green Texture Compression)`) textures." msgstr "" +"Wenn deaktiviert (Default), wird die schnellere, aber qualitativ schlechtere " +"S3TC-Kompression auf Desktop-Plattformen und ETC2 auf Mobile-/Web-" +"Plattformen verwendet. Bei Verwendung von S3TC wird DXT1 (BC1) für " +"undurchsichtige Texturen und DXT5 (BC3) für transparente oder Normal Map-" +"Texturen (:abbr:`RGTC (Red-Green Texture Compression)`) verwendet." msgid "" "BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 " "do not (see **HDR Compression** below)." msgstr "" +"BPTC und ASTC unterstützen VRAM-Kompression für HDR-Texturen, S3TC und ETC2 " +"jedoch nicht (siehe **HDR-Kompression** unten)." -#, fuzzy msgid "Compress > HDR Compression" -msgstr "Komprimiert verlustfrei (PNG)" +msgstr "Komprimieren > HDR-Kompression" msgid "" "This option only has an effect on textures that are imported as HDR formats " "in Godot (``.hdr`` and ``.exr`` files)." msgstr "" +"Diese Option hat nur Auswirkungen auf Texturen, die als HDR-Formate in Godot " +"importiert werden (``.hdr`` und ``.exr`` Dateien)." msgid "" "If set to **Disabled**, never uses VRAM compression for HDR textures, " @@ -579,23 +688,34 @@ msgid "" "pixel) to reduce memory usage compared to a half-float or single-precision " "float image format." msgstr "" +"Bei der Einstellung **Deaktiviert** wird niemals VRAM-Kompression für HDR-" +"Texturen verwendet, unabhängig davon, ob sie undurchsichtig oder transparent " +"sind. Stattdessen wird die Textur in RGBE9995 (9 Bits pro Kanal + 5-Bit-" +"Exponent = 32 Bits pro Pixel) konvertiert, um die Speichernutzung im " +"Vergleich zu einem Half-Float- oder Single-Precision-Float-Bildformat zu " +"reduzieren." msgid "" "If set to **Opaque Only** (default), only uses VRAM compression for opaque " "HDR textures. This is due to a limitation of HDR formats, as there is no " "VRAM-compressed HDR format that supports transparency at the same time." msgstr "" +"Bei der Einstellung **Nur Undurchsichtig** (Default) wird die VRAM-" +"Kompression nur für undurchsichtige HDR-Texturen verwendet. Dies ist auf " +"eine Einschränkung der HDR-Formate zurückzuführen, da es kein VRAM-" +"komprimiertes HDR-Format gibt, das gleichzeitig Transparenz unterstützt." msgid "" "If set to **Always**, will force VRAM compression even for HDR textures with " "an alpha channel. To perform this, the alpha channel is discarded on import." msgstr "" +"Wenn diese Option auf **Immer** gesetzt ist, wird die VRAM-Komprimierung " +"auch für HDR-Texturen mit Alphakanal erzwungen. Um dies zu erreichen, wird " +"der Alphakanal beim Import verworfen." -#, fuzzy msgid "Compress > Normal Map" -msgstr "Normal-Map" +msgstr "Komprimieren > Normal Map" -#, fuzzy msgid "" "When using a texture as normal map, only the red and green channels are " "required. Given regular texture compression algorithms produce artifacts " @@ -606,16 +726,16 @@ msgid "" "This means that if the texture is ever detected to be used as a normal map, " "it will be changed to **Enable** and reimported automatically." msgstr "" -"Wenn eine Textur als Normalmap verwendet wird, sind nur der rote und der " -"grüne Kanal erforderlich. Da normale Texturkompressionsalgorithmen Artefakte " -"erzeugen, die in Normalmaps nicht so schön aussehen, ist das RGTC-" -"Kompressionsformat für diese Daten am besten geeignet. Wenn Sie diese Option " -"auf \"Aktiviert\" setzen, wird Godot das Bild als RGTC-komprimiert " -"importieren. Standardmäßig ist sie auf \"Erkennen\" eingestellt, d.h. wenn " -"die Textur jemals als normale Map verwendet wird, wird sie in \"Aktiviert\" " -"geändert und automatisch wieder importiert." +"Wenn eine Textur als Normal Map verwendet wird, werden nur der rote und der " +"grüne Kanal benötigt. Da übliche Textur-Kompressionsalgorithmen Artefakte " +"erzeugen, die in Normal Maps nicht so schön aussehen, ist das " +"Kompressionsformat :abbr:`RGTC (Red-Green Texture Compression)` die beste " +"Lösung für diese Daten. Wenn Sie diese Option auf **Aktiviert** setzen, wird " +"Godot das Bild als :abbr:`RGTC (Red-Green Texture Compression)` komprimiert " +"importieren. Standardmäßig ist die Option auf **Erkennen** gesetzt. Das " +"heißt, wenn die Textur jemals als Normal Map erkannt wird, wird sie auf " +"**Aktivieren** geändert und automatisch neu importiert." -#, fuzzy msgid "" "Note that :abbr:`RGTC (Red-Green Texture Compression)` compression affects " "the resulting normal map image. You will have to adjust custom shaders that " @@ -623,22 +743,30 @@ msgid "" "material shaders already ignore the blue channel in a normal map (regardless " "of the actual normal map's contents)." msgstr "" -"Beachten Sie, dass sich die RGTC-Komprimierung auf das resultierende " -"Normalmapbild auswirkt. Sie müssen benutzerdefinierte Shader, welche die " -"Normalmap verwenden, anpassen, um dies zu berücksichtigen." +"Beachten Sie, dass die :abbr:`RGTC (Red-Green Texture Compression)`-" +"Kompression das resultierende Normal-Map-Bild beeinflusst. Sie müssen " +"benutzerdefinierte Shader, die den blauen Kanal der Normal Map verwenden, " +"anpassen, um dies zu berücksichtigen. Eingebaute Material-Shader ignorieren " +"bereits den blauen Kanal in einer Normal Map (unabhängig vom tatsächlichen " +"Inhalt der Normal Map)." msgid "" "In the example below, the normal map with :abbr:`RGTC (Red-Green Texture " "Compression)` compression is able to preserve its detail much better, while " "using the same amount of memory as a standard RGBA VRAM-compressed texture:" msgstr "" +"Im folgenden Beispiel ist die Normal Map mit :abbr:`RGTC (Red-Green Texture " +"Compression)`-Komprimierung in der Lage, ihre Details viel besser zu " +"erhalten, während sie die gleiche Menge an Speicher wie eine Standard-RGBA-" +"VRAM-komprimierte Textur benötigt:" msgid "" "Normal map with standard VRAM compression (left) and with RGTC VRAM " "compression (right)" msgstr "" +"Normal Map mit Standard-VRAM-Kompression (links) und mit RGTC-VRAM-" +"Kompression (rechts)" -#, fuzzy msgid "" "Godot requires the normal map to use the X+, Y+ and Z+ coordinates, which is " "known as an OpenGL-style normal map. If you've imported a material made to " @@ -646,34 +774,37 @@ msgid "" "normal map needs to be converted by enabling the **Normal Map Invert Y** " "import option." msgstr "" -"Godot benötigt die normale Karte, um die X+ -, Y- und Z+ -Koordinaten zu " -"verwenden. Mit anderen Worten, wenn Sie ein Material importiert haben, das " -"für die Verwendung mit einer anderen Engine erstellt wurde, müssen Sie " -"möglicherweise die normale Karte so konvertieren, dass ihre Y-Achse " -"umgedreht wird. Andernfalls scheint die normale Kartenrichtung auf der Y-" -"Achse invertiert zu sein." +"Godot verlangt, dass die Normal Map die Koordinaten X+, Y+ und Z+ verwendet, " +"was als Normal Map im OpenGL-Stil bekannt ist. Wenn Sie ein Material " +"importiert haben, das für eine andere Engine bestimmt ist, könnte es im " +"DirectX-Stil vorliegen. In diesem Fall muss die Normal Map durch Aktivierung " +"der Importoption **Normal Map-Y Invertieren** konvertiert werden." msgid "" "More information about normal maps (including a coordinate order table for " "popular engines) can be found `here `__." msgstr "" -"Weitere Informationen über Normal Maps (einschließlich einer " -"Koordinatenordnungstabelle für populäre Engines) finden Sie `hier `__." +"Weitere Informationen über Normal Maps (einschließlich einer Tabelle für die " +"Koordinatenreihenfolge populärer Engines) finden Sie `hier `__." msgid "Compress > Channel Pack" -msgstr "" +msgstr "Komprimieren > Channel-Pack" msgid "" "If set to **sRGB Friendly** (default), prevents the RG color format from " "being used as it does not support sRGB color." msgstr "" +"Bei der Einstellung **sRGB Friendly** (Default) wird verhindert, dass das RG-" +"Farbformat verwendet wird, da es keine sRGB-Farben unterstützt." msgid "" "If set to **Optimized**, allows the RG color format to be used if the " "texture does not use the blue channel." msgstr "" +"Wenn diese Option auf **Optimiert** gesetzt ist, kann das RG-Farbformat " +"verwendet werden, wenn die Textur den Blaukanal nicht verwendet." msgid "" "A third option **Normal Map (RG Channels)** is *only* available in layered " @@ -684,31 +815,47 @@ msgid "" "effect on textures with the **VRAM Compressed** or **Basis Universal** " "compression modes." msgstr "" +"Eine dritte Option **Normal Map (RG-Kanäle)** ist *nur* in Multi-Layer-" +"Texturen (:ref:`class_Cubemap`, :ref:`class_CubemapArray`, :ref:" +"`class_Texture2DArray` und :ref:`class_Texture3D`) verfügbar. Dies erzwingt, " +"dass alle Ebenen der Textur mit dem RG-Farbformat importiert werden, um den " +"Speicherverbrauch zu reduzieren, wobei nur die roten und grünen Kanäle " +"erhalten bleiben. Dies hat nur Auswirkungen auf Texturen mit den " +"Komprimierungsmodi **VRAM-Komprimiert** oder **Basis Universal**." -#, fuzzy msgid "Mipmaps > Generate" -msgstr "Erzeugte Dateien" +msgstr "Mipmaps > Erzeugen" msgid "" "If enabled, smaller versions of the texture are generated on import. For " "example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, " "2×2, 1×1). This has several benefits:" msgstr "" +"Wenn diese Option aktiviert ist, werden beim Import kleinere Versionen der " +"Textur erzeugt. Eine 64×64-Textur erzeugt zum Beispiel 6 Mipmaps (32×32, " +"16×16, 8×8, 4×4, 2×2, 1×1). Dies hat mehrere Vorteile:" msgid "" "Textures will not become grainy in the distance (in 3D), or if scaled down " "due to camera zoom or CanvasItem scale (in 2D)." msgstr "" +"Texturen werden in der Ferne (in 3D) nicht körnig, oder wenn sie aufgrund " +"des Kamerazooms oder der CanvasItem-Skalierung (in 2D) verkleinert werden." msgid "" "Performance will improve if the texture is displayed in the distance, since " "sampling smaller versions of the original texture is faster and requires " "less memory bandwidth." msgstr "" +"Die Performance verbessert sich, wenn die Textur in der Ferne angezeigt " +"wird, da die Abtastung kleinerer Versionen der Originaltextur schneller ist " +"und weniger Speicherbandbreite benötigt." msgid "" "The downside of mipmaps is that they increase memory usage by roughly 33%." msgstr "" +"Der Nachteil von Mipmaps ist, dass sie den Speicherverbrauch um etwa 33 % " +"erhöhen." msgid "" "It's recommended to enable mipmaps in 3D. However, in 2D, this should only " @@ -716,15 +863,20 @@ msgid "" "the camera never zooms out significantly, there won't be a benefit to " "enabling mipmaps but memory usage will increase." msgstr "" +"Es wird empfohlen, Mipmaps in 3D zu aktivieren. In 2D sollte dies jedoch nur " +"aktiviert werden, wenn Ihr Projekt sichtbar von der Aktivierung von Mipmaps " +"profitiert. Wenn die Kamera nie stark herausgezoomt wird, bringt die " +"Aktivierung von Mipmaps keinen Vorteil, sondern erhöht die Speichernutzung." -#, fuzzy msgid "Mipmaps > Limit" -msgstr "Mipmaps" +msgstr "Mipmaps > Begrenzung" msgid "" "**Mipmaps > Limit** is currently not implemented and has no effect when " "changed." msgstr "" +"**Mipmaps > Begrenzung** ist derzeit nicht implementiert und hat bei " +"Änderung keine Auswirkungen." msgid "" "If set to a value greater than ``-1``, limits the maximum number of mipmaps " @@ -732,51 +884,63 @@ msgid "" "become too low-resolution at extreme distances, at the cost of some " "graininess." msgstr "" +"Wenn dieser Wert größer als ``-1`` ist, begrenzt er die maximale Anzahl von " +"Mipmaps, die erzeugt werden können. Dieser Wert kann verringert werden, wenn " +"Sie nicht wollen, dass die Texturen bei extremen Entfernungen zu niedrig " +"aufgelöst werden, was allerdings mit einer gewissen Körnigkeit einhergeht." -#, fuzzy msgid "Roughness > Mode" -msgstr "Rauheit" +msgstr "Rauheit > Modus" msgid "" "The color channel to consider as a roughness map in this texture. Only " "effective if **Roughness > Src Normal** is not empty." msgstr "" +"Der Farbkanal, der als Rauheitskarte in dieser Textur berücksichtigt werden " +"soll. Nur wirksam, wenn **Rauheit > Normal Map-Quelle** nicht leer ist." -msgid "Rougness > Src Normal" -msgstr "" +#, fuzzy +msgid "Roughness > Src Normal" +msgstr "Rauheit > Normal Map-Quelle" msgid "" "The path to the texture to consider as a normal map for roughness filtering " "on import. Specifying this can help decrease specular aliasing slightly in " "3D." msgstr "" +"Der Pfad zu der Textur, die beim Import als Normal Map für die " +"Rauheitsfilterung berücksichtigt werden soll. Diese Angabe kann helfen, " +"Specular Aliasing in 3D leicht zu verringern." msgid "Roughness filtering on import is only used in 3D rendering, not 2D." msgstr "" +"Die Rauheitsfilterung beim Import wird nur beim 3D-Rendering verwendet, " +"nicht beim 2D-Rendering." -#, fuzzy msgid "Process > Fix Alpha Border" -msgstr "Alpharand beheben" +msgstr "Prozessierung > Alpharand beheben" -#, fuzzy msgid "" "This puts pixels of the same surrounding color in transition from " "transparent to opaque areas. For textures displayed with bilinear filtering, " "this helps mitigate the outline effect when exporting images from an image " "editor." msgstr "" -"Dies versetzt Pixel derselben Umgebungsfarbe in den Übergang von Transparenz " -"zu Nichttransparenz. Dies hilft, den Umriss-Effekt beim Exportieren von " -"Bildern aus Photoshop und dergleichen zu verringern." +"Dadurch werden Pixel der gleichen Umgebungsfarbe in den Übergang von " +"transparenten zu undurchsichtigen Bereichen gesetzt. Bei Texturen, die mit " +"bilinearer Filterung angezeigt werden, hilft dies, den Umriss-Effekt beim " +"Exportieren von Bildern aus einem Bildbearbeitungsprogramm abzuschwächen." msgid "" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." msgstr "" +"Es wird empfohlen, diese Option aktiviert zu lassen (so wie sie " +"standardmäßig eingestellt ist), es sei denn, dies verursacht Probleme für " +"ein bestimmtes Bild." -#, fuzzy msgid "Process > Premult Alpha" -msgstr "Vormultiplizierte Alpha" +msgstr "Prozessierung > Alpha vormultiplizieren" msgid "" "An alternative to fixing darkened borders with **Fix Alpha Border** is to " @@ -784,8 +948,8 @@ msgid "" "converted to this format. A premultiplied alpha texture requires specific " "materials to be displayed correctly:" msgstr "" -"Eine Alternative zum Korrigieren verdunkelter Ränder mit **Alpha-Rand " -"reparieren** ist die Verwendung von vormultipliziertem Alpha. Wenn Sie diese " +"Eine Alternative zum Korrigieren verdunkelter Ränder mit **Alpharand " +"beheben** ist die Verwendung von vormultipliziertem Alpha. Wenn Sie diese " "Option aktivieren, wird die Textur in dieses Format konvertiert. Eine " "vormultiplizierte Alpha-Textur erfordert bestimmte Materialien, um korrekt " "angezeigt zu werden:" @@ -795,42 +959,52 @@ msgid "" "configured to use the **Premul Alpha** blend mode on CanvasItems that use " "this texture." msgstr "" +"In 2D muss ein :ref:`class_CanvasItemMaterial` erstellt und konfiguriert " +"werden, um den Blending-Modus **Alpha vormultiplizieren** auf CanvasItems zu " +"verwenden, die diese Textur verwenden." msgid "" "In 3D, there is no support for premultiplied alpha blend mode yet, so this " "option is only suited for 2D." msgstr "" +"In 3D gibt es noch keine Unterstützung für den vormultiplizierten " +"Alphamodus, daher ist diese Option nur für 2D geeignet." msgid "Process > Normal Map Invert Y" -msgstr "" +msgstr "Prozessierung > Normal Map-Y Invertieren" -#, fuzzy msgid "Process > HDR as sRGB" -msgstr "HDR als sRGB" +msgstr "Prozessierung > HDR als sRGB" -#, fuzzy msgid "" "Some HDR images you can find online may be broken and contain sRGB color " "data (instead of linear color data). It is advised not to use those files. " "If you absolutely have to, enabling this option on will make them look " "correct." msgstr "" -"Einige HDR-Dateien sind fehlerhaft und enthalten sRGB-Farbdaten. Es wird " -"empfohlen diese nicht zu verwenden, schlimmstenfalls aktivieren Sie diese " -"Option, damit sie wieder richtig aussehen." +"Einige HDR-Bilder, die Sie im Internet finden, sind möglicherweise " +"beschädigt und enthalten sRGB-Farbdaten (anstelle von linearen Farbdaten). " +"Es wird empfohlen, diese Dateien nicht zu verwenden. Wenn Sie sie unbedingt " +"verwenden müssen, können Sie diese Option aktivieren, damit sie korrekt " +"aussehen." msgid "" "Enabling **HDR as sRGB** on well-formatted HDR images will cause the " "resulting image to look too dark, so leave this disabled if unsure." msgstr "" +"Die Aktivierung von **HDR als sRGB** kann bei gut formatierten HDR-Bildern " +"dazu führen, dass das resultierende Bild zu dunkel aussieht. Lassen Sie " +"diese Option daher im Zweifelsfall deaktiviert." msgid "Process > HDR Clamp Exposure" -msgstr "" +msgstr "Prozessierung > HDR-Clamp-Belichtung" msgid "" "Some HDR panorama images you can find online may contain extremely bright " "pixels, due to being taken from real life sources without any clipping." msgstr "" +"Einige HDR-Panoramabilder, die Sie im Internet finden, können extrem helle " +"Pixel enthalten, da sie von realen Quellen ohne Clipping aufgenommen wurden." msgid "" "While these HDR panorama images are accurate to real life, this can cause " @@ -840,9 +1014,16 @@ msgid "" "this using a smart clamping formula that does not introduce *visible* " "clipping – glow will keep working when looking at the background sky." msgstr "" +"Diese HDR-Panoramabilder sind zwar realitätsgetreu, doch kann dies dazu " +"führen, dass die von Godot generierte Radiance Map ein Funkeln enthält, wenn " +"sie als Hintergrundhimmel verwendet wird. Dies kann in Materialreflexionen " +"gesehen werden (in extremen Fällen sogar auf rauen Materialien). Die " +"Aktivierung von **HDR-Clamp-Belichtung** kann dieses Problem mit einer " +"intelligenten Clamp-Formel lösen, die kein *sichtbares* Clipping einführt - " +"das Glowing funktioniert weiter, wenn man den Hintergrundhimmel betrachtet." msgid "Process > Size Limit" -msgstr "" +msgstr "Prozessierung > Größenbeschränkung" msgid "" "If set to a value greater than ``0``, the size of the texture is limited on " @@ -851,20 +1032,32 @@ msgid "" "shorter dimension scaled to preserve aspect ratio. Resizing is performed " "using cubic interpolation." msgstr "" +"Wenn dieser Wert größer als ``0`` ist, wird die Größe der Textur beim Import " +"auf einen Wert kleiner oder gleich dem hier angegebenen Wert begrenzt. Bei " +"nicht-quadratischen Texturen betrifft die Größenbegrenzung die längere " +"Dimension, wobei die kürzere Dimension skaliert wird, um das " +"Seitenverhältnis zu bewahren. Die Größenänderung wird durch kubische " +"Interpolation durchgeführt." msgid "" "This can be used to reduce memory usage without affecting the source images, " "or avoid issues with textures not displaying on mobile/web platforms (as " "these usually can't display textures larger than 4096×4096)." msgstr "" +"Dies kann verwendet werden, um die Speichernutzung zu reduzieren, ohne die " +"Quellbilder zu beeinträchtigen, oder um Probleme mit Texturen zu vermeiden, " +"die auf Mobil-/Webplattformen nicht angezeigt werden (da diese in der Regel " +"keine Texturen größer als 4096×4096 anzeigen können)." msgid "Detect 3D > Compress To" -msgstr "" +msgstr "3D Erkennen > Komprimieren nach" msgid "" "This changes the :ref:`doc_importing_images_compress_mode` option that is " "used when a texture is detected as being used in 3D." msgstr "" +"Dies ändert die Option :ref:`doc_importing_images_compress_mode`, die " +"verwendet wird, wenn eine Textur als in 3D verwendet erkannt wird." msgid "" "Changing this import option only has an effect if a texture is detected as " @@ -872,12 +1065,79 @@ msgid "" "change the existing compress mode on a texture (if it's detected to be used " "in 3D), but choosing **VRAM Compressed** or **Basis Universal** will." msgstr "" +"Die Änderung dieser Importoption wirkt sich nur aus, wenn eine Textur als in " +"3D verwendet erkannt wird. Wenn Sie diese Option auf **Deaktiviert** ändern " +"und dann erneut importieren, wird der vorhandene Komprimierungsmodus einer " +"Textur nicht geändert (wenn erkannt wird, dass sie in 3D verwendet wird), " +"aber die Auswahl von **VRAM-Komprimiert** oder **Basis Universal** schon." + +#, fuzzy +msgid "SVG > Scale" +msgstr "Geschwindigkeitsskalierung" + +msgid "*This is only available for SVG images.*" +msgstr "" + +msgid "" +"The scale the SVG should be rendered at, with ``1.0`` being the original " +"design size. Higher values result in a larger image. Note that unlike font " +"oversampling, this affects the physical size the SVG is rendered at in 2D. " +"See also **Editor > Scale With Editor Scale** below." +msgstr "" + +msgid "Editor > Scale With Editor Scale" +msgstr "" + +msgid "" +"If true, scales the imported image to match the editor's display scale " +"factor. This should be enabled for editor plugin icons and custom class " +"icons, but should be left disabled otherwise." +msgstr "" + +#, fuzzy +msgid "Editor > Convert Colors With Editor Theme" +msgstr "Farbkonvertierung für helle Editor-Themes" + +msgid "" +"If checked, converts the imported image's colors to match the editor's icon " +"and font color palette. This assumes the image uses the exact same colors " +"as :ref:`Godot's own color palette for editor icons `, " +"with the source file designed for a dark editor theme. This should be " +"enabled for editor plugin icons and custom class icons, but should be left " +"disabled otherwise." +msgstr "" + +#, fuzzy +msgid "Importing SVG images with text" +msgstr "Importieren von Bildern" + +msgid "" +"As the SVG library used in Godot doesn't support rasterizing text found in " +"SVG images, text must be converted to a path first. Otherwise, text won't " +"appear in the rasterized image." +msgstr "" + +msgid "" +"There are two ways to achieve this in a non-destructive manner, so you can " +"keep editing the original text afterwards:" +msgstr "" + +msgid "" +"Select your text object in Inkscape, then duplicate it in place by pressing :" +"kbd:`Ctrl + D` and use **Path > Object to Path**. Hide the original text " +"object afterwards using the **Layers and Objects** dock." +msgstr "" + +msgid "" +"Use the Inkscape command line to export a SVG from another SVG file with " +"text converted to paths:" +msgstr "" msgid "Best practices" msgstr "Bewährte Praktiken" msgid "Supporting high-resolution texture sizes in 2D without artifacts" -msgstr "" +msgstr "Unterstützung von hochauflösenden Texturen in 2D ohne Artefakte" msgid "" "To support :ref:`multiple resolutions ` with crisp " @@ -885,15 +1145,22 @@ msgid "" "images (suited for the highest resolution you wish to support without " "blurriness, which is typically 4K in modern desktop games)." msgstr "" +"Um :ref:`Mehrfache Auflösungen ` mit gestochen " +"scharfen Bildern bei hohen Auflösungen zu unterstützen, müssen Sie " +"hochauflösende Quellbilder verwenden (geeignet für die höchste Auflösung, " +"die Sie ohne Unschärfe unterstützen möchten, was bei modernen Desktop-" +"Spielen in der Regel 4K ist)." -#, fuzzy msgid "There are 2 ways to proceed:" -msgstr "Dies kann auf zwei Arten erledigt werden:" +msgstr "Es gibt 2 Möglichkeiten, wie Sie vorgehen können:" msgid "" "Use a high base resolution in the project settings (such as 4K), then use " "the textures at original scale. This is an easier approach." msgstr "" +"Verwenden Sie in den Projekteinstellungen eine hohe Basisauflösung (z. B. " +"4K), und verwenden Sie die Texturen dann in Originalgröße. Dies ist der " +"einfachere Ansatz." msgid "" "Use a low base resolution in the project settings (such as 1080p), then " @@ -901,12 +1168,20 @@ msgid "" "make various calculations in script tedious, so the approach described above " "is recommended instead." msgstr "" +"Verwenden Sie eine niedrige Basisauflösung in den Projekteinstellungen (z.B. " +"1080p) und skalieren Sie die Texturen dann herunter, wenn Sie sie verwenden. " +"Dies ist oft schwieriger und kann verschiedene Berechnungen im Skript mühsam " +"machen, daher wird stattdessen der oben beschriebene Ansatz empfohlen." msgid "" "After doing this, you may notice that textures become grainy at lower " "viewport resolutions. To resolve this, enable **Mipmaps** on textures used " "in 2D in the Import dock. This will increase memory usage." msgstr "" +"Nachdem Sie dies getan haben, werden Sie möglicherweise feststellen, dass " +"Texturen bei niedrigeren Auflösungen des Viewports körnig werden. Um dies zu " +"beheben, aktivieren Sie **Mipmaps** für in 2D verwendete Texturen im Import-" +"Dock. Dies erhöht die Speichernutzung." msgid "" "Enabling mipmaps can also make textures appear blurrier, but you can choose " @@ -914,14 +1189,21 @@ msgid "" "**Rendering > Textures > Default Filters > Texture Mipmap Bias** to a " "negative value." msgstr "" +"Die Aktivierung von Mipmaps kann auch dazu führen, dass Texturen unschärfer " +"erscheinen, aber Sie können Texturen auch schärfer machen (zum Preis einer " +"gewissen Körnigkeit), indem Sie **Rendern > Texturen > Standardfilter > " +"Textur-Mipmap-Bias** auf einen negativen Wert setzen." msgid "Use appropriate texture sizes in 3D" -msgstr "" +msgstr "Geeignete Texturgrößen in 3D verwenden" msgid "" "While there's no \"one size fits all\" recommendation, here are some general " "recommendations for choosing texture sizes in 3D:" msgstr "" +"Es gibt zwar keine Empfehlung, die für alle Anwendungsfälle optimal ist, " +"aber hier sind einige allgemeine Empfehlungen für die Wahl der Texturgrößen " +"in 3D:" msgid "" "The size of a texture should be adjusted to have a consistent texel density " @@ -929,6 +1211,11 @@ msgid "" "sticking to power-of-two texture sizes, it's usually possible to keep " "texture detail fairly consistent throughout a 3D scene." msgstr "" +"Die Größe einer Textur sollte so angepasst werden, dass sie im Vergleich zu " +"den umgebenden Objekten eine gleichmäßige Texeldichte aufweist. Auch wenn " +"dies nicht perfekt gewährleistet werden kann, wenn man sich an Texturgrößen " +"der Zweierpotenz hält, ist es in der Regel möglich, die Texturdetails in " +"einer 3D-Szene einigermaßen konsistent zu halten." msgid "" "The smaller the object appears on screen, the smaller its texture should be. " @@ -936,11 +1223,18 @@ msgid "" "texture resolution as high as other objects the player may be able to walk " "close to." msgstr "" +"Je kleiner das Objekt auf dem Bildschirm erscheint, desto kleiner sollte " +"seine Textur sein. Ein Baum, der nur im Hintergrund erscheint, braucht zum " +"Beispiel keine so hohe Texturauflösung wie andere Objekte, an die der " +"Spieler herankommt." msgid "" "Using power-of-two texture sizes is recommended, but is not required. " "Textures don't have to be square – sizes such as 1024×512 are acceptable." msgstr "" +"Die Verwendung von Texturgrößen in Zweierpotenzen wird empfohlen, ist aber " +"nicht erforderlich. Die Texturen müssen nicht quadratisch sein - Größen wie " +"1024×512 sind akzeptabel." msgid "" "There are diminishing returns to using large texture sizes, despite the " @@ -948,6 +1242,11 @@ msgid "" "pixel art style stick to 2048×2048 textures on average, with 1024×1024 and " "512×512 for textures spanning smaller surfaces." msgstr "" +"Die Verwendung großer Texturgrößen lohnt sich immer weniger, trotz des " +"erhöhten Speicherbedarfs und der längeren Ladezeiten. Die meisten modernen " +"3D-Spiele, die keinen Pixel-Art-Stil verwenden, halten sich im Durchschnitt " +"an 2048×2048 Texturen, mit 1024×1024 und 512×512 für Texturen, die kleinere " +"Flächen überspannen." msgid "" "When working with physically-based materials in 3D, you can reduce memory " @@ -956,29 +1255,46 @@ msgid "" "that only feature low-frequency detail (such as a normal map for a snow " "texture)." msgstr "" +"Bei der Arbeit mit Physik-basierten Materialien in 3D können Sie die " +"Speichernutzung und die Dateigröße reduzieren, ohne die Qualität zu sehr zu " +"beeinträchtigen, indem Sie eine niedrigere Auflösung für bestimmte Textur-" +"Maps verwenden. Dies funktioniert besonders gut bei Texturen, die nur " +"Details mit niedrigen Frequenzen enthalten (z.B. eine Normal Map für eine " +"Schneetextur)." msgid "" "If you have control over how the 3D models are created, these tips are also " "worth exploring:" msgstr "" +"Wenn Sie die beeinflussen können, wie die 3D-Modelle erstellt werden, " +"sollten Sie diese Tipps ebenfalls ausprobieren:" msgid "" "When working with 3D models that are mostly symmetrical, you may be able to " "use mirrored UVs to double the effective texel density. This may look " "unnatural when used on human faces though." msgstr "" +"Wenn Sie mit 3D-Modellen arbeiten, die überwiegend symmetrisch sind, können " +"Sie gespiegelte UVs verwenden, um die effektive Texeldichte zu verdoppeln. " +"Bei menschlichen Gesichtern kann dies jedoch unnatürlich aussehen." msgid "" "When working with 3D models using a low-poly style and plain colors, you can " "rely on vertex colors instead of textures to represent colors on the model's " "surfaces." msgstr "" +"Wenn Sie mit 3D-Modellen arbeiten, die einen Low-Poly-Stil und einfache " +"Farben verwenden, können Sie sich auf Vertex-Farben anstelle von Texturen " +"verlassen, um Farben auf den Oberflächen des Modells darzustellen." msgid "" "Images can be loaded and saved at runtime using :ref:`runtime file loading " "and saving `, including from an " "exported project." msgstr "" +"Bilder können zur Laufzeit mit :ref:`Laden und Speichern von Laufzeitdateien " +"` geladen und gespeichert " +"werden, auch aus einem exportierten Projekt." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po index 5d67345ae3..20aefee6c4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -30,6 +30,12 @@ msgid "" "things you'll need to provide is text translations, which Godot supports via " "internationalized text." msgstr "" +"Die Gaming-Community ist weder einsprachig noch monokulturell. Sie setzt " +"sich aus vielen verschiedenen Sprachen und Kulturen zusammen - genau wie die " +"Godot-Community! Wenn Sie den Spielern die Möglichkeit geben wollen, Ihr " +"Spiel in ihrer Sprache zu erleben, müssen Sie unter anderem " +"Textübersetzungen bereitstellen, die Godot durch internationalisierten Text " +"unterstützt." msgid "" "In regular desktop or mobile applications, internationalized text is usually " @@ -37,7 +43,7 @@ msgid "" "use several orders of magnitude more text than applications, so they must " "support efficient methods for dealing with loads of multilingual text." msgstr "" -"In normalen Desktop- oder Mobilanwendungen befindet sich " +"In normalen Desktop- oder Mobile-Anwendungen befindet sich " "internationalisierter Text normalerweise in Ressourcendateien (oder .po " "Dateien für GNU-Inhalte). Spiele können jedoch immens mehr Text als " "Anwendungen verwenden, daher müssen sie effiziente Methoden für den Umgang " @@ -52,12 +58,12 @@ msgid "" "complete nightmare if working with many languages at the same time." msgstr "" "Es gibt zwei Ansätze, um mehrsprachige Spiele und Anwendungen zu generieren. " -"Beide basieren auf einem Schlüssel-Wert-System. Die erste besteht darin, " -"eine der Sprachen als Schlüssel zu verwenden (normalerweise Englisch), die " -"zweite darin, eine bestimmte Kennung zu verwenden. Der erste Ansatz ist " -"wahrscheinlich einfacher für die Entwicklung, wenn ein Spiel zuerst auf " -"Englisch, später in anderen Sprachen veröffentlicht wird, aber ein Albtraum, " -"wenn mit vielen Sprachen gleichzeitig gearbeitet wird." +"Beide basieren auf einem Key-Value-System. Die erste besteht darin, eine der " +"Sprachen als Key zu verwenden (normalerweise Englisch), die zweite darin, " +"eine bestimmte Kennung zu verwenden. Der erste Ansatz ist wahrscheinlich " +"einfacher für die Entwicklung, wenn ein Spiel zuerst auf Englisch, später in " +"anderen Sprachen veröffentlicht wird, aber ein Albtraum, wenn mit vielen " +"Sprachen gleichzeitig gearbeitet wird." msgid "" "In general, games use the second approach and a unique ID is used for each " @@ -69,7 +75,7 @@ msgstr "" "wird eine eindeutige ID verwendet. Auf diese Weise können Sie den Text " "überarbeiten, während er in andere Sprachen übersetzt wird. Die eindeutige " "ID kann eine Zahl, eine Zeichenfolge oder eine Zeichenfolge mit einer Nummer " -"sein (es ist sowieso nur eine eindeutige Zeichenfolge)." +"sein (es ist sowieso nur ein eindeutiger String)." msgid "" "If you need a more powerful file format, Godot also supports loading " @@ -77,7 +83,7 @@ msgid "" "`doc_localization_using_gettext` for details." msgstr "" "Wenn Sie ein leistungsfähigeres Dateiformat benötigen, unterstützt Godot " -"auch das Laden von Übersetzungen im gettext ``.po`` Format. Siehe :ref:" +"auch das Laden von Übersetzungen im gettext ``.po``-Format. Siehe :ref:" "`doc_localization_using_gettext` für Details." msgid "Translation format" @@ -100,10 +106,10 @@ msgstr "" "Byte_order_mark>`__ gespeichert werden." msgid "CSV files must be formatted as follows:" -msgstr "CSV Dateien müssen wie folgt aufgebaut sein:" +msgstr "CSV-Dateien müssen wie folgt aufgebaut sein:" msgid "keys" -msgstr "Schlüssel" +msgstr "keys" msgid "" msgstr "" @@ -115,16 +121,16 @@ msgid "" msgstr "" msgid "KEY1" -msgstr "Schlüssel1" +msgstr "KEY1" msgid "string" -msgstr "Zeichenkette" +msgstr "String" msgid "KEY2" -msgstr "Schlüssel2" +msgstr "KEY2" msgid "KEYN" -msgstr "SchlüsselN" +msgstr "KEYN" msgid "" "The \"lang\" tags must represent a language, which must be one of the :ref:" @@ -136,14 +142,14 @@ msgid "" "left empty or having any content. Here's an example:" msgstr "" "Die \"lang\"-Tags müssen eine Sprache repräsentieren, die eine der von der " -"Engine unterstützten :ref:`valid locales ` sein muss. Die " +"Engine unterstützten :ref:`gültigen Locales ` sein muss. Die " "\"KEY\"-Tags müssen eindeutig sein und eine Zeichenkette universell " "repräsentieren (sie sind normalerweise in Großbuchstaben, um sie von anderen " -"Zeichenketten zu unterscheiden). Diese Schlüssel werden zur Laufzeit durch " -"die passende übersetzte Zeichenkette ersetzt. Beachten Sie, dass die Groß-/" -"Kleinschreibung wichtig ist, \"KEY1\" und \"Key1\" werden unterschiedliche " -"Schlüssel sein. Die Zelle oben links wird ignoriert und kann leer bleiben " -"oder einen beliebigen Inhalt haben. Hier ist ein Beispiel:" +"Zeichenketten zu unterscheiden). Diese Keys werden zur Laufzeit durch den " +"passenden übersetzte String ersetzt. Beachten Sie, dass die Groß-/" +"Kleinschreibung wichtig ist, \"KEY1\" und \"Key1\" sind unterschiedliche " +"Keys. Die oberste linke Zelle wird ignoriert und kann leer bleiben oder " +"einen beliebigen Inhalt haben. Hier ist ein Beispiel:" msgid "en" msgstr "en" @@ -170,7 +176,7 @@ msgid "ASK" msgstr "ASK" msgid "How are you?" -msgstr "Wie geht es dir?" +msgstr "How are you?" msgid "Cómo está?" msgstr "Cómo está?" @@ -213,7 +219,7 @@ msgid "" "Alternatively, you can select another delimiter than comma in the import " "options." msgstr "" -"Das gleiche Beispiel wird unten als durch Kommas getrennte reine Text-Datei " +"Das gleiche Beispiel wird unten als kommaseparierte reine Text-Datei " "gezeigt, die das Ergebnis der Bearbeitung des obigen Beispiels in einer " "Tabelle sein sollte. Stellen Sie beim Bearbeiten der reinen Text-Version " "sicher, dass alle Nachrichten, die Kommas, Zeilenumbrüche oder doppelte " @@ -232,9 +238,9 @@ msgid "" "Godot will treat CSV files as translations by default. It will import them " "and generate one or more compressed translation resource files next to it." msgstr "" -"Godot wird CSV-Dateien standardmäßig als Übersetzungen behandeln. Es " -"importiert sie und erzeugt daneben eine oder mehrere komprimierte " -"Übersetzungsressourcendateien." +"Godot behandelt CSV-Dateien standardmäßig als Übersetzungen. Es importiert " +"sie und erzeugt daneben eine oder mehrere komprimierte Übersetzungs-" +"Ressourcendateien." msgid "" "Importing will also add the translation to the list of translations to load " @@ -253,12 +259,12 @@ msgid "" msgstr "" "Wählen Sie die Datei ``.csv`` und greifen Sie auf das **Import**-Dock zu, um " "Importoptionen zu definieren. Sie können die Komprimierung der importierten " -"Übersetzungen umschalten und das Trennzeichen wählen, das beim Parsen der " -"CSV-Datei verwendet werden soll." +"Übersetzungen ein- und ausschalten und das Trennzeichen wählen, das beim " +"Parsen der CSV-Datei verwendet werden soll." msgid "Be sure to click **Reimport** after any change to these options." msgstr "" -"Achten Sie darauf, nach jeder Änderung dieser Optionen auf **Reimport** zu " +"Achten Sie darauf, nach jeder Änderung dieser Optionen auf **Neuimport** zu " "klicken." msgid "Translation status" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po index d2001d61a4..7dfa7b154d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po index f4ae71075a..068ba8ec08 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Retargeting 3D Skeletons" msgstr "Neuzuweisung von 3D-Skeletten" msgid "To share animations among multiple Skeletons" -msgstr "" +msgstr "Animationen von mehreren Skeletten gemeinsam nutzen" msgid "" "Godot has Position/Rotation/Scale 3D tracks (which this document calls " @@ -29,18 +29,30 @@ msgid "" "This means you can't share animations between multiple Skeletons just by " "using the same bone names." msgstr "" +"Godot hat Positions/Rotations/Scalkalierungs-3D-Tracks (in diesem Dokument " +"\"Transform\"-Tracks genannt) mit Nodepaths zu Knochen für Skelett-Knochen-" +"Animation. Das bedeutet, dass Sie Animationen nicht von mehreren Skeletten " +"nutzen können, indem Sie einfach die gleichen Knochen-Namen verwenden." msgid "" "Godot allows each bone to have a parent-child relationship and can have " "rotation and scale as well as position, which means that bones that share a " "name can still have different Transform values." msgstr "" +"Godot erlaubt es jedem Knochen, eine Parent-Child-Beziehung zu haben und " +"kann Rotation und Skalierung sowie Position haben, was bedeutet, dass " +"Knochen, die den gleichen Namen haben, trotzdem unterschiedliche Transform-" +"Werte haben können." msgid "" "The Skeleton stores the Transform values necessary for the default pose as " "Bone Rest. If Bone Pose is equal to Bone Rest, it means that the Skeleton is " "in the default pose." msgstr "" +"Das Skelett speichert die Transform-Werte, die für die Standard-Pose " +"erforderlich sind, als Knochen-Standardpose. Wenn die Knochenpose gleich " +"Knochen-Standardpose ist, bedeutet dies, dass sich das Skelett in der " +"Standard-Pose befindet." msgid "" "Godot 3.x and Godot 4.0+ have different Bone Pose behaviors. In Godot 3.x, " @@ -48,6 +60,11 @@ msgid "" "Rest. See this `article `__." msgstr "" +"Godot 3.x und Godot 4.0+ haben ein unterschiedliches Verhalten der " +"Knochenpose. In Godot 3.x ist die Knochenpose relativ zur Knochen-" +"Standardpose, aber in Godot 4.0+ umfasst sie die Knochen-Standardpose. Siehe " +"diesen `Artikel `__." msgid "" "Skeletal models have different Bone Rests depending on the environment from " @@ -56,24 +73,37 @@ msgid "" "there are skeletal models without any Bone Rest rotations, such as the glTF " "model output from Maya." msgstr "" +"Skelettmodelle haben je nach der Umgebung, aus der sie exportiert wurden, " +"unterschiedliche Knochen-Standardposen. Zum Beispiel haben die Knochen eines " +"glTF-Modells, das aus Blender ausgegeben wurde, \"Edit Bone Orientation\" " +"als Knochen-Standard-Rotation. Es gibt jedoch auch Skelettmodelle ohne " +"Knochen-Standard-Rotation, wie z. B. die glTF-Modellausgabe aus Maya." msgid "" "To share animations in Godot, it is necessary to match Bone Rests as well as " "Bone Names to remove unwanted tracks in some cases. In Godot 4.0+, you can " "do that using the scene importer." msgstr "" +"Um Animationen in Godot gemeinsam zu nutzen, ist es notwendig, sowohl " +"Knochen-Standardpose als auch Knochen-Namen abzugleichen, um in einigen " +"Fällen unerwünschte Tracks zu entfernen. In Godot 4.0+ können Sie dies mit " +"dem Szenenimporter tun." msgid "Options for Retargeting" -msgstr "" +msgstr "Optionen für Neuzuweisung" msgid "Bone Map" -msgstr "" +msgstr "Knochen-Map" msgid "" "When you select the Skeleton3D node in the advanced scene import menu, a " "menu will appear on the right-hand side containing the \"Retarget\" section. " "The Retarget section has a single property ``bone_map``." msgstr "" +"Wenn Sie den Skeleton3D-Node im erweiterten Szenenimportmenü auswählen, " +"erscheint auf der rechten Seite ein Menü, das den Abschnitt \"Neuzuweisen\" " +"enthält. Der Abschnitt \"Neuzuweisen\" hat eine einzige Property " +"``bone_map``." msgid "" "With the Skeleton node selected, first set up a new :ref:`class_bonemap` " @@ -81,18 +111,30 @@ msgid "" "`class_skeletonprofilehumanoid` for humanoid models. This tutorial proceeds " "with the assumption that you are using :ref:`class_skeletonprofilehumanoid`." msgstr "" +"Wenn der Skeleton-Node ausgewählt ist, legen Sie zunächst eine neue :ref:" +"`class_bonemap` und :ref:`class_skeletonprofile` an. Godot hat eine Vorgabe " +"namens :ref:`class_skeletonprofilehumanoid` für humanoide Modelle. Dieses " +"Tutorial geht davon aus, dass Sie :ref:`class_skeletonprofilehumanoid` " +"verwenden." msgid "" "If you need a profile for a model such as a beast or creature, you can " "export a :ref:`class_skeletonprofile` from SkeletonEditor with some " "information converted from Skeleton." msgstr "" +"Wenn Sie ein Profil für ein Modell wie ein Tier oder eine Kreatur benötigen, " +"können Sie ein :ref:`class_skeletonprofile` aus SkeletonEditor mit einigen " +"aus Skeleton konvertierten Informationen exportieren." msgid "" "When you use :ref:`class_skeletonprofilehumanoid`, auto-mapping will be " "performed when the :ref:`class_skeletonprofile` is set. If the auto-mapping " "does not work well, you can map bones manually." msgstr "" +"Wenn Sie :ref:`class_skeletonprofilehumanoid` verwenden, wird ein " +"automatisches Zuordnung durchgeführt, wenn das :ref:`class_skeletonprofile` " +"gesetzt ist. Wenn die automatische Zuordnung nicht gut funktioniert, können " +"Sie Knochen manuell zuordnen." msgid "" "Any missing, duplicate or incorrect parent-child relationship mappings will " @@ -100,16 +142,24 @@ msgid "" "does not block the import process, but it warns that animations may not be " "shared correctly." msgstr "" +"Fehlende, doppelte oder falsche Zuordnungen von Parent-Child-Beziehungen " +"werden durch eine magentafarbene/rote Schaltfläche angezeigt (je nach " +"Editoreinstellung). Sie blockiert den Importvorgang nicht, warnt aber davor, " +"dass Animationen möglicherweise nicht korrekt geteilt werden." msgid "" "The auto-mapping uses pattern matching for the bone names. So we recommend " "to use common English names for bones." msgstr "" +"Die automatische Zuordnung verwendet Pattern Matching für die Knochennamen. " +"Wir empfehlen daher, gebräuchliche englische Namen für Knochen zu verwenden." msgid "" "After you set up the ``bone_map``, several options are available in the " "sections below." msgstr "" +"Nachdem Sie die ``bone_map`` eingerichtet haben, stehen Ihnen in den " +"folgenden Abschnitten verschiedene Optionen zur Verfügung." msgid "Remove Tracks" msgstr "Tracks entfernen" @@ -121,16 +171,22 @@ msgid "" "you import a character with animated accessories, these options may cause " "the accessories to not animate." msgstr "" +"Wenn Sie Ressourcen als :ref:`class_animationlibrary` importieren, die " +"gemeinsam genutzt werden sollen, empfehlen wir, diese Optionen zu " +"aktivieren. Wenn Sie jedoch Ressourcen als Szenen importieren, sollten diese " +"Optionen in einigen Fällen deaktiviert werden. Wenn Sie zum Beispiel einen " +"Charakter mit animierten Accessoires importieren, können diese Optionen dazu " +"führen, dass die Accessoires nicht animiert werden." msgid "Except Bone Transform" msgstr "Außer Knochen-Transform" msgid "Removes any tracks except the bone Transform track from the animations." msgstr "" +"Entfernt alle Tracks außer dem Knochen-Transform-Track aus den Animationen." -#, fuzzy msgid "Unimportant Positions" -msgstr "Import-Optionen" +msgstr "Unwichtige Positionen" msgid "" "Removes Position tracks other than ``root_bone`` and ``scale_base_bone`` " @@ -140,63 +196,77 @@ msgid "" "Rest in the Transform value. If you disable this option, the animation may " "change the body shape unpredictably." msgstr "" +"Entfernt andere Positions-Tracks als ``root_bone`` und ``scale_base_bone``, " +"die in :ref:`class_skeletonprofile` definiert sind, aus den Animationen. In :" +"ref:`class_skeletonprofilehumanoid` bedeutet dies, dass andere Positions-" +"Tracks als \"Root\" und \"Hips\" entfernt werden sollen. Seit Godot 4.0+ " +"schließen Animationen die Knochen-Standardpose in den Transform-Wert ein. " +"Wenn Sie diese Option deaktivieren, kann die Animation die Körperform " +"unvorhersehbar verändern." msgid "Unmapped Bones" -msgstr "Nicht-gemappte Knochen" +msgstr "Nicht-zugeordnete Knochen" msgid "Removes unmapped bone Transform tracks from the animations." -msgstr "" +msgstr "Entfernt nicht zugeordnete Bone-Transform-Tracks aus den Animationen." -#, fuzzy msgid "Bone Renamer" -msgstr "Stapelweise Umbenennung" +msgstr "Knochen-Umbenenner" -#, fuzzy msgid "Rename Bones" -msgstr "Ruheknochen" +msgstr "Knochen umbenennen" msgid "Rename the mapped bones." -msgstr "" +msgstr "Umbenennen der zugeordneten Knochen." -#, fuzzy msgid "Unique Node" -msgstr "Szenen Node" +msgstr "Einzigartiger Node" msgid "" "Makes Skeleton a unique node with the name specified in the " "``skeleton_name``. This allows the animation track paths to be unified " "independent of the scene hierarchy." msgstr "" +"Macht das Skelett zu einem eindeutigen Node mit dem in ``skeleton_name`` " +"angegebenen Namen. Dies ermöglicht die Vereinheitlichung der Animationspfade " +"unabhängig von der Szenenhierarchie." -#, fuzzy msgid "Rest Fixer" -msgstr "Ruheknochen" +msgstr "Ruheposen-Fixer" msgid "" "Reference poses defined in :ref:`class_skeletonprofilehumanoid` have the " "following rules:" msgstr "" +"Für die in :ref:`class_skeletonprofilehumanoid` definierten Referenzposen " +"gelten die folgenden Regeln:" msgid "The humanoid is T-pose" -msgstr "" +msgstr "Für Humanoide gilt die T-Pose" msgid "The humanoid is facing +Z in the Right-Handed Y-UP Coordinate System" msgstr "" +"Der Humanoide ist im rechtshändigen Y-oben-Koordinatensystem nach +Z " +"ausgerichtet" msgid "The humanoid should not have a Transform as Node" -msgstr "" +msgstr "Der Humanoide sollte keinen Transform als Node haben" msgid "Directs the +Y axis from the parent joint to the child joint" -msgstr "" +msgstr "Richtet die +Y-Achse vom Parent-Gelenk zum Child-Gelenk" msgid "+X rotation bends the joint like a muscle contracting" msgstr "" +"Die +X-Rotation beugt das Gelenk wie ein Muskel, der sich zusammenzieht" msgid "" "These rules are convenient definitions for blend animation and Inverse " "Kinematics (IK). If your model does not match this definition, you need to " "fix it with these options." msgstr "" +"Diese Regeln sind praktische Definitionen für Blend-Animationen und Inverse " +"Kinematik (IK). Wenn Ihr Modell nicht dieser Definition entspricht, müssen " +"Sie es mit diesen Optionen korrigieren." msgid "Apply Node Transform" msgstr "Node-Transform anwenden" @@ -209,11 +279,20 @@ msgid "" "the definition. This option fixes such models by applying Transforms on " "import." msgstr "" +"Wenn das Asset nicht korrekt für die gemeinsame Nutzung exportiert wurde, " +"kann das importierte Skelett einen Transform als Node haben. Ein aus Blender " +"exportiertes glTF, bei dem kein \"Apply Transform\" ausgeführt wurde, ist " +"beispielsweise ein solcher Fall. Es sieht so aus, als ob das Modell mit der " +"Definition übereinstimmt, aber die internen Transforms unterscheiden sich " +"von der Definition. Diese Option behebt solche Modelle, indem Transforms " +"beim Import angewendet werden." msgid "" "If the imported scene contains objects other than Skeletons, this option may " "have a negative effect." msgstr "" +"Wenn die importierte Szene andere Objekte als Skelette enthält, kann sich " +"diese Option nachteilig auswirken." msgid "Normalize Position Tracks" msgstr "Positions-Tracks normalisieren" @@ -229,19 +308,34 @@ msgid "" "not normalized and the Skeleton's ``motion_scale`` is always imported as " "``1.0``." msgstr "" +"Der Positions-Track wird hauptsächlich für die Bewegung des Modells " +"verwendet, aber die gemeinsame Nutzung der Bewegungsanimation durch Modelle " +"mit unterschiedlichen Höhen kann aufgrund der unterschiedlichen Schrittlänge " +"zu einem Verrutschen führen. Diese Option normalisiert die Werte des " +"Positions-Tracks basierend auf der ``scale_base_bone``-Höhe. Die " +"``scale_base_bone``-Höhe wird im Skelett als ``motion_scale`` gespeichert, " +"und die normalisierten Position-Track-Werte werden beim Abspielen mit diesem " +"Wert multipliziert. Wenn diese Option deaktiviert ist, werden die Positions-" +"Tracks nicht normalisiert und die ``motion_scale`` des Skeletts wird immer " +"als ``1.0`` importiert." msgid "" "With :ref:`class_skeletonprofilehumanoid`, ``scale_base_bone`` is \"Hips\", " "therefore the Hips' height is used as the ``motion_scale``." msgstr "" +"Bei :ref:`class_skeletonprofilehumanoid` ist ``scale_base_bone`` \"Hips\", " +"daher wird die Höhe der Hüfte als ``motion_scale`` verwendet." msgid "Overwrite Axis" -msgstr "" +msgstr "Achse überschreiben" msgid "" "Unifies the models' Bone Rests by overwriting it to match the reference " "poses defined in the :ref:`class_skeletonprofile`." msgstr "" +"Vereinheitlicht die Knochen-Standardposen der Modelle durch Überschreiben, " +"damit sie mit den im :ref:`class_skeletonprofile` definierten Referenzposen " +"übereinstimmen." msgid "" "This is the most important option for sharing animations in Godot 4.0+, but " @@ -250,9 +344,16 @@ msgid "" "with keeping the original Bone Rest, consider to use the `Realtime Retarget " "Module `__." msgstr "" +"Dies ist die wichtigste Option für die gemeinsame Nutzung von Animationen in " +"Godot 4.0+, aber seien Sie sich bewusst, dass diese Option zu schrecklichen " +"Ergebnissen führen kann, **wenn die ursprüngliche, extern gesetzte Knochen-" +"Ruhepose wichtig ist**. Wenn Sie Animationen unter Beibehaltung der " +"ursprünglichen Knochen-Ruhepose teilen möchten, sollten Sie das `Realtime " +"Retarget Module `__ " +"verwenden." msgid "Fix Silhouette" -msgstr "" +msgstr "Korrigieren der Silhouette" msgid "" "Attempts to make the model's silhouette match that of the reference poses " @@ -260,6 +361,10 @@ msgid "" "silhouettes which are too different, and it may not work for fixing bone " "roll." msgstr "" +"Versucht, die Silhouette des Modells an die in :ref:`class_skeletonprofile` " +"definierten Referenzposen, wie z. B. T-Pose, anzupassen. Dies kann keine " +"Silhouetten korrigieren, die zu unterschiedlich sind, und es funktioniert " +"möglicherweise nicht für die Korrektur von Knochen-Rollen." msgid "" "With :ref:`class_skeletonprofilehumanoid`, this option does not need to be " @@ -269,12 +374,21 @@ msgid "" "bone names you do not want fixed in the ``filter`` array, as in the below " "example." msgstr "" +"Mit :ref:`class_skeletonprofilehumanoid` muss diese Option für T-Pose-" +"Modelle nicht aktiviert werden, sollte aber für A-Pose-Modelle aktiviert " +"werden. In diesem Fall können die Ergebnisse für den fixierten Fuß jedoch " +"schlecht sein, abhängig von der Fersenhöhe des Modells, so dass es notwendig " +"sein kann, die :ref:`class_skeletonprofile` Knochen-Namen, die nicht fixiert " +"werden sollen, in das ``Filter``-Array einzufügen, wie im folgenden Beispiel." msgid "" "Also, for models with bent knees or feet, it may be necessary to adjust the " "``scale_base_bone`` height. For that, you can use ``base_height_adjustment`` " "option." msgstr "" +"Außerdem kann es bei Modellen mit gebeugten Knien oder Füßen notwendig sein, " +"die Höhe der ``scale_base_bone`` anzupassen. Hierfür können Sie die Option " +"``base_height_adjustment`` verwenden." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po index c4cb6fd503..6ea8aac78b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -27,8 +27,9 @@ msgid "" "Godot's audio processing code has been written with games in mind, with the " "aim of achieving an optimal balance between performance and sound quality." msgstr "" -"Godots Audioverarbeitung wurde für die Spielentwicklung erstellt, damit eine " -"optimale Balance zwischen Leistung und Klangqualität erreicht werden kann." +"Godots Audioverarbeitung wurde für die Spieleentwicklung erstellt, damit " +"eine optimale Balance zwischen Performance und Klangqualität erreicht werden " +"kann." msgid "" "Godot's audio engine allows any number of audio buses to be created and any " @@ -36,21 +37,26 @@ msgid "" "the device running your game will limit the number of buses and effects that " "can be used before performance starts to suffer." msgstr "" +"Die Audio-Engine von Godot ermöglicht die Erstellung einer beliebigen Anzahl " +"von Audiobussen und das Hinzufügen einer beliebigen Anzahl von " +"Effektprozessoren zu jedem Bus. Nur die Hardware des Geräts, auf dem Ihr " +"Spiel läuft, begrenzt die Anzahl der Busse und Effekte, die verwendet werden " +"können, bevor die Performance zu leiden beginnt." msgid "Decibel scale" -msgstr "Dezibel Skala" +msgstr "Dezibel-Skala" msgid "" "Godot's sound interface is designed to meet the expectations of sound design " "professionals. To this end, it primarily uses the decibel scale." msgstr "" -"Godots Sound Interface wurde entwickelt um den Erwartungen eines " -"professionellen Sound Designs gerecht zu werden, weshalb hauptsächlich die " -"Dezibel Skala verwendet wird." +"Godots Sound Interface wurde entwickelt, um den Erwartungen eines " +"professionellen Sound-Designs gerecht zu werden, weshalb hauptsächlich die " +"Dezibel-Skala verwendet wird." msgid "For those unfamiliar with it, it can be explained with a few facts:" msgstr "" -"Für alle die damit noch nicht vertraut sind werden nachfolgend einige Fakten " +"Für alle die damit nicht vertraut sind, werden nachfolgend einige Fakten " "erklärt:" msgid "" @@ -58,20 +64,23 @@ msgid "" "power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:" "`10`\\ (P/P\\ :sub:`0`\\ ))." msgstr "" -"Die Dezibel Skala (dB) ist eine relative Skala. Es stellt das Verhältnis der " -"Schallleistung dar, indem das 20-fache des Basis-10-Logarithmus des " -"Verhältnisses verwendet wird (20 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\ ))." +"Die Dezibel-Skala (dB) ist eine relative Skala. Sie stellt das Verhältnis " +"des Schalldrucks dar, indem sie das 20-fache des dekadischen Logarithmus des " +"Verhältnisses verwendet (20 × log\\ :sub:`10`\\ (P/P\\ :sub:`0`\\))." msgid "" "For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor " "of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc." msgstr "" +"Für jeweils 6 dB verdoppelt oder halbiert sich die Schallamplitude. 12 dB " +"entsprechen einem Faktor 4, 18 dB einem Faktor 8, 20 dB einem Faktor 10, 40 " +"dB einem Faktor 100 usw." msgid "" "Since the scale is logarithmic, true zero (no audio) can't be represented." msgstr "" -"Da die Skala logarithmisch ist, kann der wahre Nullpunkt (kein Ton) nicht " -"dargestellt werden." +"Da die Skala logarithmisch ist, kann der wahre Nullpunkt (kein Geräusch) " +"nicht dargestellt werden." msgid "" "0 dB is the maximum amplitude possible in a digital audio system. This limit " @@ -79,31 +88,46 @@ msgid "" "amplitudes that are too high to be represented properly below 0 dB create a " "kind of distortion called *clipping*." msgstr "" +"0 dB ist die maximal mögliche Amplitude in einem digitalen Audiosystem. " +"Diese Grenze ist nicht die menschliche Hörschwelle, sondern eine Schwelle " +"der Audio-Hardware. Audio mit Amplituden, die zu hoch sind, um unter 0 dB " +"richtig dargestellt zu werden, erzeugen eine Art von Verzerrung, die als " +"*Clipping* bezeichnet wird." msgid "" "To avoid clipping, your sound mix should be arranged so that the output of " "the *master bus* (more on that later) never exceeds 0 dB." msgstr "" +"Um Clipping zu vermeiden, sollte Ihr Audio-Mix so gestaltet sein, dass der " +"Ausgang des *Master-Busses* (dazu später mehr) niemals 0 dB überschreitet." msgid "" "Every 6 dB below the 0 dB limit, sound energy is *halved*. It means the " "sound volume at -6 dB is half as loud as 0dB. -12 dB is half as loud as -6 " "dB and so on." msgstr "" +"Alle 6 dB unter der 0-dB-Grenze wird der Schalldruck *halbiert*. Das " +"bedeutet, dass die Lautstärke bei -6 dB halb so laut ist wie bei 0 dB. -12 " +"dB ist halb so laut wie -6 dB und so weiter." msgid "" "When working with decibels, sound is considered no longer audible between " "-60 dB and -80 dB. This makes your working range generally between -60 dB " "and 0 dB." msgstr "" +"Wenn Sie mit Dezibel arbeiten, gilt der Schall zwischen -60 dB und -80 dB " +"als nicht mehr hörbar. Ihr Arbeitsbereich liegt also im Allgemeinen zwischen " +"-60 dB und 0 dB." msgid "" "This can take a bit getting used to, but it's friendlier in the end and will " "allow you to communicate better with audio professionals." msgstr "" +"Das kann etwas gewöhnungsbedürftig sein, ist aber letztlich angenehmer und " +"ermöglicht Ihnen eine bessere Kommunikation mit Audioexperten." msgid "Audio buses can be found in the bottom panel of the Godot editor:" -msgstr "Audiobusse finden Sie im unteren Bereich des Godot-Editors:" +msgstr "Audiobusse finden Sie im unteren Bedienfeld des Godot-Editors:" msgid "" "An *audio bus* (also called an *audio channel*) can be considered a place " @@ -112,6 +136,12 @@ msgid "" "audio bus has a VU meter (the bars that light up when sound is played) which " "indicates the amplitude of the signal passing through." msgstr "" +"Ein *Audiobus* (auch *Audiokanal* genannt) kann als ein Ort betrachtet " +"werden, durch den Audio auf dem Weg zur Wiedergabe über die Lautsprecher " +"eines Geräts geleitet wird. Audiodaten können über einen Audiobus " +"*verändert* und *umgeleitet* werden. Ein Audiobus verfügt über ein VU-Meter " +"(die Balken, die aufleuchten, wenn ein Ton abgespielt wird), das die " +"Amplitude des durchlaufenden Signals anzeigt." msgid "" "The leftmost bus is the *master bus*. This bus outputs the mix to your " @@ -122,11 +152,22 @@ msgid "" "the non-master audio buses. Routing always passes audio from buses on the " "right to buses further to the left. This avoids infinite routing loops." msgstr "" +"Der Bus ganz links ist der *Master-Bus*. Dieser Bus gibt den Mix an Ihre " +"Lautsprecher aus. Wie im Abschnitt *Dezibelskala* oben erwähnt, sollten Sie " +"darauf achten, dass der Pegel Ihres Mixes in diesem Bus nicht 0 dB erreicht. " +"Die übrigen Audiobusse können flexibel geroutet werden. Nach der Bearbeitung " +"des Sounds senden sie ihn an einen anderen Bus auf der linken Seite. Der " +"Zielbus kann für jeden der Nicht-Master-Audiobusse festgelegt werden. Das " +"Routing leitet den Ton immer von den Bussen auf der rechten Seite zu den " +"Bussen weiter links weiter. Dadurch werden unendliche Routing-Schleifen " +"vermieden." msgid "" "In the above image, the output of *Bus 2* has been routed to the *Master* " "bus." msgstr "" +"In der obigen Abbildung wurde der Ausgang von *Bus 2* auf den *Master*-Bus " +"geroutet." msgid "Playback of audio through a bus" msgstr "Wiedergabe von Audio durch einen Bus" @@ -141,13 +182,13 @@ msgstr "" msgid "Finally, toggle the **Playing** property to **On** and sound will flow." msgstr "" -"Schalten Sie abschließend die Eigenschaft **Wiedergabe** auf **Ein** und die " +"Schalten Sie abschließend die Property **Wiedergabe** auf **Ein** und die " "Tonausgabe startet." msgid "" "You may also be interested in reading about :ref:`doc_audio_streams` now." msgstr "" -"Vielleicht möchten Sie jetzt auch Folgendes lesen :ref:`doc_audio_streams`." +"Vielleicht möchten Sie jetzt auch Folgendes lesen: :ref:`doc_audio_streams`." msgid "Adding effects" msgstr "Effekte hinzufügen" @@ -160,10 +201,10 @@ msgstr "" "den Klang auf die eine oder andere Weise und werden der Reihe nach " "angewendet." -#, fuzzy msgid "For information on what each effect does, see :ref:`doc_audio_effects`." msgstr "" -"Für weitere Informationen zu Threads siehe :ref:`doc_using_multiple_threads`." +"Informationen über die Funktionen der einzelnen Effekte finden Sie unter :" +"ref:`doc_audio_effects`." msgid "Automatic bus disabling" msgstr "Automatische Bus-Deaktivierung" @@ -173,7 +214,7 @@ msgid "" "that the bus has been silent for a few seconds and disables it (including " "all effects)." msgstr "" -"Es ist nicht erforderlich Busse manuell zu deaktivieren, wenn sie nicht " +"Es ist nicht erforderlich, Busse manuell zu deaktivieren, wenn sie nicht " "verwendet werden. Godot erkennt, dass der Bus einige Sekunden lang still " "war, und deaktiviert ihn (einschließlich aller Effekte)." @@ -191,22 +232,22 @@ msgid "" "Player will output to Master. This system was chosen because rearranging " "buses is a more common process than renaming them." msgstr "" -"Stream-Player verwenden Busnamen, um einen Bus zu identifizieren, mit dem " -"Busse hinzugefügt, entfernt und verschoben werden können, während der " -"Verweis auf sie beibehalten wird. Wenn jedoch ein Bus umbenannt wird, geht " -"die Referenz verloren und der Stream-Player wird an den Master ausgegeben. " -"Dieses System wurde gewählt, weil das Neuanordnen von Bussen häufiger " -"vorkommt als das Umbenennen." +"Stream-Player verwenden Busnamen zur Identifizierung eines Busses, was das " +"Hinzufügen, Entfernen und Verschieben von Bussen ermöglicht, während der " +"Bezug zu ihnen erhalten bleibt. Wenn jedoch ein Bus umbenannt wird, geht der " +"Bezug verloren und der Stream-Player gibt das Signal an den Master aus. " +"Dieses System wurde gewählt, weil das Umordnen von Bussen häufiger vorkommt " +"als deren Umbenennung." msgid "Default bus layout" -msgstr "Standard Buslayout" +msgstr "Default-Buslayout" msgid "" "The default bus layout is automatically saved to the ``res://" "default_bus_layout.tres`` file. Custom bus arrangements can be saved and " "loaded from disk." msgstr "" -"Das Standard Buslayout wird automatisch in der Datei ``res://" +"Das Default-Buslayout wird automatisch in der Datei ``res://" "default_bus_layout.tres`` gespeichert. Benutzerdefinierte Busanordnungen " "können gespeichert und von der Festplatte geladen werden." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po index d09abe95b3..3b81624413 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,6 +24,8 @@ msgid "" "Godot includes several audio effects that can be added to an audio bus to " "alter every sound file that goes through that bus." msgstr "" +"Godot enthält mehrere Audioeffekte, die zu einem Audiobus hinzugefügt werden " +"können, um jede Audiodatei, die durch diesen Bus läuft, zu verändern." msgid "" "Try them all out to get a sense of how they alter sound. Here follows a " @@ -33,20 +35,19 @@ msgstr "" "Klang verändern. Hier folgt eine kurze Beschreibung der verfügbaren Effekte:" msgid "Amplify" -msgstr "Amplify (Verstärken)" +msgstr "Verstärken" -#, fuzzy msgid "" "Amplify changes the volume of the signal. Some care needs to be taken, " "though: setting the level too high can make the sound digitally clip, which " "can produce unpleasant crackles and pops." msgstr "" -"Verstärken ändert die Amplitude des Signals. Einige Vorsicht ist geboten: " -"wenn Sie den Pegel zu hoch einstellen, wird der Sound beschnitten, was " -"möglicherweise unerwünscht ist." +"Verstärken ändert die Lautstärke des Signals. Einige Vorsicht ist geboten: " +"wenn Sie den Pegel zu hoch einstellen, wird der Ton geclippt, was " +"möglicherweise unangenehme Knack- und Poppgeräusche erzeugen könnte." msgid "BandLimit and BandPass" -msgstr "Bandlimit und Bandpass Filter" +msgstr "BandLimit und BandPass-Filter" msgid "" "These are resonant filters which block frequencies around the *Cutoff* " @@ -56,22 +57,26 @@ msgid "" "*Voodoo Child (Slight Return)*." msgstr "" "Dies sind Resonanzfilter, die Frequenzen um den *Grenzfrequenz*-Punkt " -"blockieren. Mit BandPass kann der Ton simuliert werden, der über eine alte " +"blockieren. Mit BandPass kann der Klang simuliert werden, der über eine alte " "Telefonleitung oder ein Megaphon übertragen wird. Das Modulieren der " "BandPass-Frequenz kann den Klang eines Wah-Wah-Gitarrenpedals simulieren. " "Denken Sie an die Gitarre in Jimi Hendrix *Voodoo Child (Slight Return)*." msgid "Capture" -msgstr "Aufnahme" +msgstr "Capture" msgid "" "The Capture effect copies the audio frames of the audio bus that it is on " "into an internal buffer. This can be used to capture data from the " "microphone or to transmit audio over the network in real-time." msgstr "" +"Der Capture-Effekt kopiert die Audio-Frames des Audiobusses, an den er " +"angeschlossen ist, in einen internen Puffer. Dies kann verwendet werden, um " +"Daten vom Mikrofon zu erfassen oder um Audio in Echtzeit über das Netzwerk " +"zu übertragen." msgid "Chorus" -msgstr "Chorus (Chor)" +msgstr "Chorus" msgid "" "As the name of the effect implies, the Chorus effect makes a single audio " @@ -82,11 +87,18 @@ msgid "" "and large sound. Although chorus is traditionally used for voices, it can be " "desirable with almost any type of sound." msgstr "" +"Wie der Name des Effekts schon sagt, lässt der Chorus-Effekt ein einzelnes " +"Audiosample wie einen ganzen Chor klingen. Dazu wird ein Signal dupliziert " +"und das Timing und die Tonhöhe jedes Duplikats geringfügig verändert und " +"über einen LFO (Niederfrequenz-Oszillator) zeitlich variiert. Die Duplikate " +"werden dann wieder mit dem Originalsignal zusammengemischt, wodurch ein " +"üppiger, breiter und großer Klang entsteht. Obwohl der Chorus traditionell " +"für Stimmen verwendet wird, kann er für fast alle Arten von Klängen " +"eingesetzt werden." msgid "Compressor" -msgstr "Compressor" +msgstr "Kompressor" -#, fuzzy msgid "" "A dynamic range compressor automatically attenuates (ducks) the level of the " "incoming signal when its amplitude exceeds a certain threshold. The level of " @@ -97,13 +109,13 @@ msgid "" "of a signal can make it fit more comfortably in a mix." msgstr "" "Ein Dynamikbereichskompressor dämpft automatisch den Pegel des eingehenden " -"Signals, wenn seine Amplitude einen bestimmten Schwellenwert überschreitet. " -"Der angewendete Dämpfungspegel ist proportional dazu, wie weit das " -"eingehende Audiosignal den Schwellenwert überschreitet. Der Parameter Ratio " -"des Kompressors steuert den Dämpfungsgrad. Eine der Hauptanwendungen eines " +"Signals (\"Ducking\"), wenn seine Amplitude einen bestimmten Schwellenwert " +"überschreitet. Die Stärke der Dämpfung ist proportional dazu, wie weit der " +"eingehende Ton den Schwellenwert überschreitet. Der Parameter Ratio des " +"Kompressors steuert den Dämpfungsgrad. Eine der Hauptanwendungen eines " "Kompressors besteht darin, den Dynamikbereich von Signalen mit sehr lauten " -"und leisen Teilen zu reduzieren. Das Reduzieren des Dynamikbereichs eines " -"Signals kann das Mischen erleichtern." +"und leisen Teilen zu reduzieren. Die Verringerung des Dynamikbereichs eines " +"Signals kann dazu beitragen, dass es sich besser in einen Mix einfügt." msgid "The compressor has many uses. For example:" msgstr "Der Kompressor kann vielfältig genutzt werden, zum Beispiel:" @@ -112,6 +124,9 @@ msgid "" "It can be used in the Master bus to compress the whole output prior to being " "hit by a limiter, making the effect of the limiter much more subtle." msgstr "" +"Er kann im Master-Bus verwendet werden, um das gesamte Ausgangssignal zu " +"komprimieren, bevor es von einem Limiter erfasst wird, wodurch die Wirkung " +"des Limiters viel subtiler wird." msgid "" "It can be used in voice channels to ensure they sound as even as possible." @@ -119,7 +134,6 @@ msgstr "" "Es kann in Sprachkanälen verwendet werden, um sicherzustellen, dass sie so " "gleichmäßig wie möglich klingen." -#, fuzzy msgid "" "It can be *sidechained* by another sound source. This means it can reduce " "the sound level of one signal using the level of another audio bus for " @@ -127,20 +141,20 @@ msgid "" "\"duck\" the level of music or sound effects when in-game or multiplayer " "voices need to be fully audible." msgstr "" -"Es kann *Sidechained* sein. Dies bedeutet, dass der Schallpegel eines " -"Signals mithilfe des Pegels eines anderen Audiobusses zur " -"Schwellenwerterkennung reduziert werden kann. Diese Technik ist beim Mischen " -"von Videospielen sehr verbreitet, um den Pegel von Musik oder Soundeffekten " -"zu \"ducken\", wenn Stimmen gehört werden müssen." +"Er kann von einer anderen Klangquelle *sidechained* werden. Das bedeutet, " +"dass er den Schallpegel eines Signals reduzieren kann, indem er den Pegel " +"eines anderen Audiobusses zur Schwellenwerterkennung verwendet. Diese " +"Technik wird häufig bei der Abmischung von Videospielen verwendet, um den " +"Pegel von Musik oder Soundeffekten zu \"ducken\", wenn Stimmen im Spiel oder " +"im Mehrspielermodus voll hörbar sein müssen." msgid "" "It can accentuate transients by using a slower attack. This can make sound " "effects more punchy." msgstr "" -"Er kann Transienten durch einen langsameren Anschlag akzentuieren. Dies kann " -"Soundeffekte druckvoller machen." +"Er kann Einschwingvorgänge durch einen langsameren Attack akzentuieren. Dies " +"kann Soundeffekte druckvoller machen." -#, fuzzy msgid "" "If your goal is to prevent a signal from exceeding a given amplitude " "altogether, rather than to reduce the dynamic range of the signal, a :ref:" @@ -148,13 +162,14 @@ msgid "" "compressor for this purpose. However, applying compression before a limiter " "is still good practice." msgstr "" -"Wenn Sie verhindern möchten, dass ein Signal eine bestimmte Amplitude " -"insgesamt überschreitet anstatt den Dynamikbereich des Signals zu " -"verringern, ist ein :ref:`limiter ` wahrscheinlich " -"die bessere Wahl als ein Kompressor." +"Wenn Sie verhindern wollen, dass ein Signal eine bestimmte Amplitude " +"überschreitet, und nicht den Dynamikbereich des Signals reduzieren wollen, " +"ist ein :ref:`Limiter ` für diesen Zweck " +"wahrscheinlich die bessere Wahl als ein Kompressor. Die Anwendung einer " +"Kompression vor einem Limiter ist jedoch immer noch eine gute Praxis." msgid "Delay" -msgstr "Zeitverzögerung" +msgstr "Delay" msgid "" "Digital delay essentially duplicates a signal and repeats it at a specified " @@ -164,36 +179,50 @@ msgid "" "which has a more natural and blurred sound to it. Using this in conjunction " "with reverb can create very natural sounding environments!" msgstr "" +"Beim digitalen Delay wird ein Signal im Wesentlichen dupliziert und mit " +"einer bestimmten Geschwindigkeit wiederholt, wobei der Lautstärkepegel bei " +"jeder Wiederholung abnimmt. Delay eignet sich hervorragend für die " +"Simulation des akustischen Raums einer Schlucht oder eines großen Raums, in " +"dem die Schallwellen zwischen ihren Wiederholungen eine große Verzögerung " +"aufweisen. Dies steht im Gegensatz zu Reverb, das einen natürlicheren und " +"verschwommeneren Klang hat. In Verbindung mit Reverb können Sie damit sehr " +"natürlich klingende Umgebungen schaffen!" msgid "Distortion" -msgstr "Distortion (Verzerrung)" +msgstr "Verzerrung" msgid "Makes the sound distorted. Godot offers several types of distortion:" -msgstr "" +msgstr "Verzerrt den Klang. Godot bietet mehrere Arten der Verzerrung:" msgid "" "*Overdrive* sounds like a guitar distortion pedal or megaphone. Sounds " "distorted with this sound like they're coming through a low-quality speaker " "or device." msgstr "" +"*Overdrive* klingt wie ein Gitarrenverzerrer oder ein Megaphon. Damit " +"verzerrte Töne klingen, als kämen sie aus einem minderwertigen Lautsprecher " +"oder Gerät." msgid "*Tan* sounds like another interesting flavor of overdrive." -msgstr "" +msgstr "*Tan* klingt wie eine andere interessante Variante von Overdrive." msgid "" "*Bit crushing* clamps the amplitude of the signal, making it sound flat and " "crunchy." msgstr "" +"*Bit Crushing* clampt die Amplitude des Signals, wodurch es flach und " +"knackig klingt." msgid "" "All three types of distortion can add higher frequency sounds to an original " "sound, making it stand out better in a mix." msgstr "" +"Alle drei Arten der Verzerrung können einem Originalsound höhere Frequenzen " +"hinzufügen, wodurch er in einer Mischung besser zur Geltung kommt." msgid "EQ" msgstr "EQ" -#, fuzzy msgid "" "EQ is what all other equalizers inherit from. It can be extended with Custom " "scripts to create an equalizer with a custom number of bands." @@ -205,7 +234,6 @@ msgstr "" msgid "EQ6, EQ10, EQ21" msgstr "EQ6, EQ10, EQ21" -#, fuzzy msgid "" "Godot provides three equalizers with different numbers of bands, which are " "represented in the title (6, 10, and 21 bands, respectively). An equalizer " @@ -215,17 +243,20 @@ msgid "" "limiter or compressor attenuate sounds that aren't even audible to the user " "anyway." msgstr "" -"Godot bietet drei Equalizer mit unterschiedlicher Anzahl von Bändern. Ein " -"Equalizer am Master-Bus kann nützlich sein, um Frequenzen zu schneiden, " -"ignore-duplicate:die die Lautsprecher des Geräts nicht gut wiedergeben " -"können (z.B. können die Lautsprecher eines Mobiltelefons den Bassinhalt " -"nicht gut wiedergeben). Der Equalizer-Effekt kann deaktiviert werden, wenn " -"Kopfhörer angeschlossen sind." +"Godot bietet drei Equalizer mit einer unterschiedlichen Anzahl von Bändern, " +"die im Titel dargestellt sind (6, 10 bzw. 21 Bänder). Ein Equalizer auf dem " +"Master-Bus kann nützlich sein, um tiefe und hohe Frequenzen abzuschneiden, " +"die von den Lautsprechern des Geräts nicht gut wiedergegeben werden können. " +"Zum Beispiel geben die Lautsprecher eines Smartphones oder Tablets tiefe " +"Frequenzen nicht gut wieder, so dass ein Limiter oder Kompressor Klänge " +"abschwächen kann, die für den Benutzer ohnehin nicht hörbar sind." msgid "" "Note: The equalizer effect can be disabled when headphones are plugged in, " "giving the user the best of both worlds." msgstr "" +"Hinweis: Der Equalizer-Effekt kann deaktiviert werden, wenn ein Kopfhörer " +"angeschlossen ist, so dass der Benutzer das Beste aus beiden Welten erhält." msgid "Filter" msgstr "Filter" @@ -234,8 +265,8 @@ msgid "" "Filter is what all other filters inherit from and should not be used " "directly." msgstr "" -"Filter ist das, was alle anderen Filter erben und nicht direkt verwendet " -"werden sollte." +"Filter ist das, was alle anderen Filter erben, es sollte nicht direkt " +"verwendet werden." msgid "HighPassFilter" msgstr "HighPassFilter" @@ -244,29 +275,29 @@ msgid "" "Cuts frequencies below a specific *Cutoff* frequency. HighPassFilter is used " "to reduce the bass content of a signal." msgstr "" -"Schneidet Frequenzen unter eine bestimmte *Grenzfrequenz* ab. HighPassFilter " -"wird verwendet, um den Bassinhalt eines Signals zu reduzieren." +"Schneidet Frequenzen unter einer bestimmten *Grenzfrequenz* ab. " +"HighPassFilter wird verwendet, um den Bassinhalt eines Signals zu reduzieren." msgid "HighShelfFilter" msgstr "HighShelfFilter" msgid "Reduces all frequencies above a specific *Cutoff* frequency." -msgstr "Reduziert alle Frequenzen oberhalb einer bestimmten *Cutoff*-Frequenz." +msgstr "Reduziert alle Frequenzen oberhalb einer bestimmten *Grenzfrequenz*." msgid "Limiter" -msgstr "Limiter (Begrenzer)" +msgstr "Limiter" -#, fuzzy msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "prevent a signal's amplitude exceeding a given dB threshold. Adding a " "limiter to the final point of the Master bus is good practice, as it offers " "an easy safeguard against clipping." msgstr "" -"Ein Begrenzer ähnelt einem Kompressor, ist jedoch weniger flexibel und " -"verhindert, dass die Amplitude eines Signals einen bestimmten dB-" -"Schwellenwert überschreitet. Das Hinzufügen eines Begrenzers zum Master-Bus " -"schützt vor Übersteuerungen." +"Ein Limiter ähnelt einem Kompressor, ist aber weniger flexibel und soll " +"verhindern, dass die Amplitude eines Signals einen bestimmten dB-" +"Schwellenwert überschreitet. Das Hinzufügen eines Limiters am letzten Punkt " +"des Master-Busses ist eine gute Praxis, da er einen einfachen Schutz gegen " +"Clipping bietet." msgid "LowPassFilter" msgstr "LowPassFilter" @@ -277,21 +308,20 @@ msgid "" "used to simulate \"muffled\" sound. For instance, underwater sounds, sounds " "blocked by walls, or distant sounds." msgstr "" -"Schneidet Frequenzen über einer bestimmten *Grenzfrequenz* ab und kann auch " -"mitschwingen (Boost-Frequenzen nahe der *Grenzfrequenz*). Tiefpassfilter " -"können verwendet werden, um \"gedämpften\" Klang zu simulieren, z.B. " -"Unterwassergeräusche, durch Wände blockierte Geräusche oder entfernte " -"Geräusche." +"Schneidet Frequenzen oberhalb einer bestimmten *Grenzfrequenz* ab und kann " +"auch in Resonanz gehen (\"Verstärkung von Frequenzen nahe der " +"*Grenzfrequenz*\"). Low Pass-Filter können verwendet werden, um " +"\"gedämpften\" Klang zu simulieren. Zum Beispiel Unterwassergeräusche, " +"Geräusche, die durch Wände blockiert werden, oder entfernte Geräusche." msgid "LowShelfFilter" msgstr "LowShelfFilter" msgid "Reduces all frequencies below a specific *Cutoff* frequency." -msgstr "" -"Reduziert alle Frequenzen unterhalb einer bestimmten *Cutoff*-Frequenz." +msgstr "Reduziert alle Frequenzen unterhalb einer bestimmten *Grenzfrequenz*." msgid "NotchFilter" -msgstr "NotchFilter (KerbFilter)" +msgstr "NotchFilter" msgid "" "The opposite of the BandPassFilter, it removes a band of sound from the " @@ -303,15 +333,14 @@ msgstr "" msgid "Panner" msgstr "Panner" -#, fuzzy msgid "" "The Panner allows the stereo balance of a signal to be adjusted between the " "left and right channels. Headphones are recommended when configuring in this " "effect." msgstr "" "Mit dem Panner kann die Stereo-Balance eines Signals zwischen dem linken und " -"dem rechten Kanal eingestellt werden (tragen Sie Kopfhörer, um diesen Effekt " -"zu hören)." +"dem rechten Kanal eingestellt werden. Bei der Konfiguration dieses Effekts " +"wird ein Kopfhörer empfohlen." msgid "Phaser" msgstr "Phaser" @@ -322,11 +351,15 @@ msgid "" "whooshing sound that moves back and forth through the audio spectrum, and " "can be a great way to create sci-fi effects or Darth Vader-like voices." msgstr "" +"Dieser Effekt entsteht, indem zwei Duplikate desselben Klangs " +"phasenverschoben werden, so dass sie sich auf interessante Weise gegenseitig " +"auslöschen. Der Phaser erzeugt einen angenehmen, zischenden Klang, der sich " +"durch das Audiospektrum hin und her bewegt, und eignet sich hervorragend zur " +"Erzeugung von Sci-Fi-Effekten oder Darth-Vader-ähnlichen Stimmen." msgid "PitchShift" -msgstr "PitchShift (Tonhöhenänderung)" +msgstr "PitchShift" -#, fuzzy msgid "" "This effect allows the adjustment of the signal's pitch independently of its " "speed. All frequencies can be increased/decreased with minimal effect on " @@ -334,24 +367,24 @@ msgid "" "voices. Do note that altering pitch can sound unnatural when pushed outside " "of a narrow window." msgstr "" -"Dieser Effekt ermöglicht die Einstellung der Tonhöhe des Signals unabhängig " -"von seiner Geschwindigkeit. Alle Frequenzen können mit minimaler Auswirkung " -"auf Störsignale erhöht bzw. verringert werden. PitchShift kann nützlich " -"sein, um ungewöhnlich hohe oder tiefe Stimmen zu erzeugen." +"Mit diesem Effekt lässt sich die Tonhöhe des Signals unabhängig von seiner " +"Geschwindigkeit einstellen. Alle Frequenzen können mit minimalen " +"Auswirkungen auf die Einschwingvorgänge erhöht/verringert werden. PitchShift " +"kann nützlich sein, um ungewöhnlich hohe oder tiefe Stimmen zu erzeugen. " +"Beachten Sie jedoch, dass die Änderung der Tonhöhe unnatürlich klingen kann, " +"wenn sie außerhalb eines engen Fensters erfolgt." msgid "Record" -msgstr "Record (Aufnahme)" +msgstr "Record" -#, fuzzy msgid "The Record effect allows the user to record sound from a microphone." msgstr "" -"Mit dem Aufnahmeeffekt kann Audio, das über den Bus geleitet wird, in eine " +"Mit dem Record-Effekt kann Audio, das über den Bus geleitet wird, in eine " "Datei geschrieben werden." msgid "Reverb" -msgstr "Reverb (Hall)" +msgstr "Reverb" -#, fuzzy msgid "" "Reverb simulates rooms of different sizes. It has adjustable parameters that " "can be tweaked to obtain the sound of a specific room. Reverb is commonly " @@ -359,17 +392,16 @@ msgid "" "`), or to apply a \"chamber\" feel to all " "sounds." msgstr "" -"Reverb bzw. Hall simuliert Räume unterschiedlicher Größe. Es verfügt über " +"Reverb (auch: Hall) simuliert Räume unterschiedlicher Größe. Es verfügt über " "einstellbare Parameter, die angepasst werden können, um den Klang eines " "bestimmten Raums zu erhalten. Reverb wird normalerweise ausgegeben von :ref:" -"`Areas ` (siehe :ref:`Reverb-Busse " +"`Area3Ds ` (siehe :ref:`Reverb-Busse " "`) oder um allen Sounds ein \"Kammer\"-" "Gefühl zu verleihen." msgid "SpectrumAnalyzer" msgstr "SpectrumAnalyzer" -#, fuzzy msgid "" "This effect doesn't alter audio, instead, you add this effect to buses you " "want a spectrum analysis of. This would typically be used for audio " @@ -378,19 +410,21 @@ msgid "" "found `here `__." msgstr "" -"Dieser Effekt ändert nichts am Audiosignal, stattdessen fügen Sie diesen " -"Effekt Bussen hinzu, für die Sie eine Spektrumanalyse wünschen. Dies wird " -"normalerweise für die Audiovisualisierung verwendet. Ein Beispiel-Projekt, " -"das dies verwendet, finden Sie `hier `__." +"Dieser Effekt verändert nicht das Audiosignal, stattdessen fügen Sie den " +"Effekt zu Bussen hinzu, für die Sie eine Spektrum-Analyse wünschen. Dieser " +"Effekt wird in der Regel für die Audiovisualisierung verwendet. Die " +"Visualisierung von Stimmen kann eine gute Möglichkeit sein, die " +"Aufmerksamkeit auf sie zu lenken, ohne einfach nur ihre Lautstärke zu " +"erhöhen. Ein Demoprojekt, das diesen Effekt verwendet, finden Sie `hier " +"`__." msgid "StereoEnhance" -msgstr "StereoEnhance (StereoVerbesserer)" +msgstr "StereoEnhance" -#, fuzzy msgid "This effect uses a few algorithms to enhance a signal's stereo width." msgstr "" -"Dieser Effekt verwendet einige Algorithmen, um das Stereospektrum eines " +"Dieser Effekt verwendet einige Algorithmen, um die Stereobreite eines " "Signals zu verbessern." msgid "Translation status" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po index 169019b87f..c3297a68f5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Audio streams" -msgstr "Audio-Streams" +msgstr "Audiostreams" msgid "Introduction" msgstr "Einführung" @@ -43,8 +43,8 @@ msgid "" "You can find information on supported formats and differences in :ref:" "`doc_importing_audio_samples`." msgstr "" -"Ein Audiostrom ist ein abstraktes Objekt, das Ton ausgibt. Der Ton kann von " -"vielen Stellen kommen, wird aber meistens aus dem Dateisystem geladen. " +"Ein Audiostream ist ein abstraktes Objekt, das Ton ausgibt. Der Ton kann von " +"vielen Orten kommen, wird aber meistens aus dem Dateisystem geladen. " "Audiodateien können als AudioStreams geladen und in einem AudioStreamPlayer " "platziert werden. Informationen über unterstützte Formate und Unterschiede " "finden Sie in :ref:`doc_importing_audio_samples`." @@ -67,9 +67,9 @@ msgid "" "This is the standard, non-positional stream player. It can play to any bus. " "In 5.1 sound setups, it can send audio to stereo mix or front speakers." msgstr "" -"Dies ist der Standard-Stream-Player ohne Position, der zu jedem Bus gespielt " -"werden kann. In 5.1-Sound-Setups kann Audio an Stereomix oder " -"Frontlautsprecher gesendet werden." +"Dies ist der standardmäßige, nicht-positionierbare Stream-Player. Er kann " +"auf jedem Bus spielen. In 5.1-Sound-Setups kann er Audio an den Stereomix " +"oder die Frontlautsprecher senden." msgid "AudioStreamPlayer2D" msgstr "AudioStreamPlayer2D" @@ -80,9 +80,9 @@ msgid "" "When close to the right side, it will go right." msgstr "" "Dies ist eine Variante von AudioStreamPlayer, gibt jedoch Ton in einer 2D " -"Positionsumgebung aus. Wenn Sie sich links vom Bildschirm befinden, wird " -"nach links geschwenkt, in der Nähe der rechten Seite dementsprechend nach " -"rechts." +"Positionsumgebung aus. Wenn Sie sich links vom Bildschirm befinden, stellt " +"sich das Panning nach links, in der Nähe der rechten Seite dementsprechend " +"nach rechts." msgid "" "Area2Ds can be used to divert sound from any AudioStreamPlayer2Ds they " @@ -104,10 +104,10 @@ msgid "" "it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio " "setup." msgstr "" -"Dies ist eine Variante von AudioStreamPlayer, gibt jedoch Ton in einer 3D-" -"Positionsumgebung aus. Abhängig von der Position des Spielers relativ zum " -"Bildschirm kann der Ton je nach gewähltem Audio-Setup in Stereo, 5.1 oder " -"7.1 positioniert werden." +"Hierbei handelt es sich um eine Variante des AudioStreamPlayers, die jedoch " +"den Ton in einer 3D-Positionsumgebung wiedergibt. Je nach Position des " +"Players im Verhältnis zum Bildschirm kann er den Ton in Stereo, 5.1 oder 7.1 " +"ausgeben, je nach gewähltem Audio-Setup." msgid "" "Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus." @@ -119,11 +119,11 @@ msgid "" "Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced " "options:" msgstr "" -"Im Gegensatz zu 2D bietet die 3D Version von AudioStreamPlayer einige " +"Im Gegensatz zu 2D bietet die 3D-Version von AudioStreamPlayer einige " "erweiterte Optionen:" msgid "Reverb buses" -msgstr "Reverb Busse (Hall-Effekt)" +msgstr "Reverb-Busse" msgid "" "Godot allows for 3D audio streams that enter a specific Area node to send " @@ -131,21 +131,21 @@ msgid "" "reverb configurations for different types of rooms. This is done by enabling " "this type of reverb in the **Reverb Bus** section of the Area's properties:" msgstr "" -"Godot ermöglicht 3D Audiostreams, die in einen bestimmten Bereichs-Node " -"eintreten, um unverarbeitetes (dry) und verarbeitetes (wet) Audio an " -"separate Busse zu senden. Dies ist nützlich, wenn Sie mehrere " -"Hallkonfigurationen für verschiedene Raumtypen haben. Dies erfolgt durch " -"Aktivieren dieser Art von Hall im Abschnitt **Reverb Bus** der Eigenschaften " -"des Bereichs:" +"Godot ermöglicht 3D-Audiostreams, die in einen bestimmten Area-Node " +"eintreten, um unverarbeitetes (dry) und verarbeitetes (wet)-Audio an " +"separate Busse zu senden. Dies ist nützlich, wenn Sie mehrere Reverb-" +"Konfigurationen für verschiedene Raumtypen haben. Dies erfolgt durch " +"Aktivieren dieser Art von Reverb im Abschnitt **Reverb Bus** der Propertys " +"der Area:" msgid "" "At the same time, a special bus layout is created where each area receives " "the reverb info from each area. A Reverb effect needs to be created and " "configured in each reverb bus to complete the setup for the desired effect:" msgstr "" -"Gleichzeitig wird ein spezielles Buslayout erstellt, in dem jeder Bereich " -"die Hall-Informationen von jedem Bereich empfängt. In jedem Reverb-Bus muss " -"ein Hall-Effekt erstellt und konfiguriert werden, um das Setup für den " +"Gleichzeitig wird ein spezielles Buslayout erstellt, in dem jede Area die " +"Reverb-Informationen von jeder Area empfängt. In jedem Reverb-Bus muss ein " +"Reverb-Effekt erstellt und konfiguriert werden, um das Setup für den " "gewünschten Effekt abzuschließen:" msgid "" @@ -155,11 +155,12 @@ msgid "" "source may be far away. Playing around with this parameter can simulate that " "effect." msgstr "" -"Der Abschnitt **Reverb Bus** des Bereichs enthält auch einen Parameter mit " -"dem Namen **Uniformity**. Einige Arten von Räumen prallen stärker ab als " -"andere (wie ein Lagerhaus), sodass der Nachhall fast gleichmäßig im gesamten " -"Raum zu hören ist, auch wenn die Quelle möglicherweise weit entfernt ist. " -"Das Herumspielen mit diesem Parameter kann diesen Effekt simulieren." +"Der Abschnitt **Reverb Bus** der Area enthält auch einen Parameter mit dem " +"Namen **Gleichmäßigkeit**. Einige Arten von Räumen lassen Klänge stärker " +"abprallen als andere (wie ein Lagerhaus), sodass der Nachhall fast " +"gleichmäßig im gesamten Raum zu hören ist, auch wenn die Quelle " +"möglicherweise weit entfernt ist. Das Herumspielen mit diesem Parameter kann " +"diesen Effekt simulieren." msgid "Doppler" msgstr "Dopplereffekt" @@ -173,18 +174,18 @@ msgstr "" "Wenn sich die Relativgeschwindigkeit zwischen einem Sender und einem Hörer " "ändert, wird dies als Zunahme oder Abnahme der Tonhöhe des emittierten Tons " "wahrgenommen. Godot kann Geschwindigkeitsänderungen in dem " -"AudioStreamPlayer3D Node und Camera Nodeverfolgen. Beide Nodes haben diese " -"Eigenschaft, die manuell aktiviert werden muss:" +"AudioStreamPlayer3D-Node und Camera-Node verfolgen. Beide Nodes haben diese " +"Property , die manuell aktiviert werden muss:" msgid "" "Enable it by setting it depending on how objects will be moved: use **Idle** " "for objects moved using ``_process``, or **Physics** for objects moved using " "``_physics_process``. The tracking will happen automatically." msgstr "" -"Aktivieren Sie es abhängig davon wie Objekte verschoben werden: verwenden " +"Aktivieren Sie sie abhängig davon, wie Objekte verschoben werden: verwenden " "Sie **Leerlauf** für Objekte, die mit ``_process`` verschoben wurden, oder " -"**Physik** für Objekte, die mit ``_physics_process`` verschoben wurden. Die " -"Verfolgung erfolgt automatisch." +"**Physik** für Objekte, die mit ``_physics_process`` verschoben wurden. Das " +"Tracking erfolgt automatisch." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po index 0108009feb..1f80f6e4a4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 875b8c1224..4949ae3f51 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -40,15 +40,17 @@ msgid "" "You will need to enable audio input in the project settings, or you'll just " "get empty audio files." msgstr "" +"Sie müssen die Audioeingabe in den Projekteinstellungen aktivieren, da Sie " +"sonst nur leere Audiodateien erhalten." msgid "The structure of the demo" -msgstr "Der Aufbau des Beispiels" +msgstr "Der Aufbau der Demo" msgid "" "The demo consists of a single scene. This scene includes two major parts: " "the GUI and the audio." msgstr "" -"Das Beispiel besteht aus einer einzelnen Szene. Diese Szene enthält zwei " +"Die Demo besteht aus einer einzelnen Szene. Diese Szene enthält zwei " "Hauptteile: die GUI und das Audio." msgid "" @@ -56,6 +58,10 @@ msgid "" "the effect ``Record`` is created to handle the audio recording. An " "``AudioStreamPlayer`` named ``AudioStreamRecord`` is used for recording." msgstr "" +"Wir werden uns auf den Audioteil konzentrieren. In dieser Demo wird ein Bus " +"mit dem Namen ``Record`` mit dem Effekt ``Record`` für die Audioaufnahme " +"erstellt. Ein ``AudioStreamPlayer`` mit dem Namen ``AudioStreamRecord`` wird " +"für die Aufnahme verwendet." msgid "" "The audio recording is handled by the :ref:`class_AudioEffectRecord` " @@ -65,28 +71,45 @@ msgid "" "`set_recording_active() " "`." msgstr "" +"Die Audioaufnahme wird von der Ressource :ref:`class_AudioEffectRecord` " +"gehandhabt, die drei Methoden hat: :ref:`get_recording() " +"`, :ref:`is_recording_active() " +"`, und :ref:" +"`set_recording_active() " +"`." msgid "" "At the start of the demo, the recording effect is not active. When the user " "presses the ``RecordButton``, the effect is enabled with " "``set_recording_active(true)``." msgstr "" +"Zu Beginn der Demo ist der Aufnahmeeffekt nicht aktiv. Wenn der Benutzer den " +"``RecordButton`` drückt, wird der Effekt mit ``set_recording_active(true)`` " +"aktiviert." msgid "" "On the next button press, as ``effect.is_recording_active()`` is ``true``, " "the recorded stream can be stored into the ``recording`` variable by calling " "``effect.get_recording()``." msgstr "" +"Beim nächsten Druck auf den Button, wenn ``effect.is_recording_active()`` " +"auf ``true`` steht, kann der aufgenommene Stream durch den Aufruf von " +"``effect.get_recording()`` in der Variable ``recording`` gespeichert werden." msgid "" "To playback the recording, you assign the recording as the stream of the " "``AudioStreamPlayer`` and call ``play()``." msgstr "" +"Um die Aufnahme abzuspielen, weisen Sie die Aufnahme als Stream des " +"``AudioStreamPlayer`` zu und rufen ``play()`` auf." msgid "" "To save the recording, you call ``save_to_wav()`` with the path to a file. " "In this demo, the path is defined by the user via a ``LineEdit`` input box." msgstr "" +"Um die Aufnahme zu speichern, rufen Sie ``save_to_wav()`` mit dem Pfad zu " +"einer Datei auf. In dieser Demo wird der Pfad vom Benutzer über ein " +"``LineEdit`` Eingabefeld definiert." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po index bfefb4185d..63ce788bd5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,7 +45,7 @@ msgid "" msgstr "" "Bei einigen Spielen (hauptsächlich Rhythmus-Spielen) kann es jedoch " "erforderlich sein, Spieleraktionen mit etwas zu synchronisieren, das in " -"einem Song passiert (normalerweise synchron mit dem BPM). Zu diesem Zweck " +"einem Song passiert (normalerweise synchron mit den BPM). Zu diesem Zweck " "ist es nützlich, genauere Timing-Informationen für eine genaue " "Wiedergabeposition zu haben." @@ -61,12 +61,12 @@ msgid "" "Audio is mixed in chunks (not continuously), depending on the size of audio " "buffers used (check latency in project settings)." msgstr "" -"Audio wird in Blöcken gemischt (nicht kontinuierlich), abhängig von der " -"Größe der verwendeten Audiopuffer (überprüfen Sie die Latenz in den " +"Audio wird in Blöcken gemixt (nicht kontinuierlich), abhängig von der Größe " +"der verwendeten Audiopuffer (überprüfen Sie die Latenz in den " "Projekteinstellungen)." msgid "Mixed chunks of audio are not played immediately." -msgstr "Gemischte Audiostücke werden nicht sofort abgespielt." +msgstr "Gemixte Audio-Blöcke werden nicht sofort abgespielt." msgid "Graphics APIs display two or three frames late." msgstr "Grafik-APIs zeigen zwei oder drei Frames zu spät an." @@ -86,16 +86,16 @@ msgstr "" "Die häufigste Methode zum Reduzieren der Latenz besteht darin, die " "Audiopuffer zu verkleinern (wiederum durch Bearbeiten der " "Latenzzeiteinstellung in den Projekteinstellungen). Das Problem ist, dass " -"bei zu geringer Latenz für das Mischen von Sounds erheblich mehr CPU " -"erforderlich ist. Dies erhöht das Risiko des Überspringens (ein Riss im " -"Sound, weil ein Mix-Rückruf verloren gegangen ist)." +"bei zu geringer Latenz für das Mixen von Sounds erheblich mehr CPU " +"erforderlich ist. Dies erhöht das Risiko von Skipping (ein Knacks im Sound, " +"weil ein Mix-Callback verloren gegangen ist)." msgid "" "This is a common tradeoff, so Godot ships with sensible defaults that should " "not need to be altered." msgstr "" -"Dies ist ein häufiger Kompromiss, daher wird Godot mit vernünftigen " -"Standardeinstellungen geliefert, die nicht geändert werden müssen." +"Dies ist ein häufiger Kompromiss, daher wird Godot mit vernünftigen Default-" +"Einstellungen geliefert, die nicht geändert werden müssen." msgid "" "The problem, in the end, is not this slight delay but synchronizing graphics " @@ -108,7 +108,7 @@ msgstr "" "Wiedergabe-Timing zu erhalten." msgid "Using the system clock to sync" -msgstr "Nutze die Systemzeit zum synchronisieren" +msgstr "Synchronisierung mit der Systemuhr" msgid "" "As mentioned before, If you call :ref:`AudioStreamPlayer." @@ -116,9 +116,9 @@ msgid "" "immediately, but when the audio thread processes the next chunk." msgstr "" "Wie bereits erwähnt, beginnt die Audiowiedergabe nicht sofort nach dem " -"Aufrufen von :ref:`AudioStreamPlayer." -"play()`, sondern erst, nachdem der " -"Audio-Prozess den nächsten Chunk verarbeitet hat." +"Aufrufen von :ref:`AudioStreamPlayer.play() " +"`, sondern erst, nachdem der Audio-" +"Prozess den nächsten Chunk verarbeitet hat." msgid "" "This delay can't be avoided but it can be estimated by calling :ref:" @@ -126,9 +126,8 @@ msgid "" "get_time_to_next_mix()`." msgstr "" "Diese Verzögerung kann nicht vermieden werden, kann jedoch durch Aufrufen " -"von :ref:`AudioServer." -"get_time_to_next_mix()` " -"geschätzt werden." +"von :ref:`AudioServer.get_time_to_next_mix() " +"` geschätzt werden." msgid "" "The output latency (what happens after the mix) can also be estimated by " @@ -136,9 +135,8 @@ msgid "" "get_output_latency()`." msgstr "" "Die Ausgabe-Latenz (nach dem Mischen) kann also durch das Aufrufen von :ref:" -"`AudioServer." -"get_output_latency()` " -"abgeschätzt werden." +"`AudioServer.get_output_latency() " +"` abgeschätzt werden." msgid "" "Add these two and it's possible to guess almost exactly when sound or music " @@ -151,8 +149,8 @@ msgid "" "In the long run, though, as the sound hardware clock is never exactly in " "sync with the system clock, the timing information will slowly drift away." msgstr "" -"Auf lange Sicht werden die Timing-Informationen jedoch langsam verschwinden, " -"da die Sound-Hardware-Uhr nie genau mit der Systemuhr synchronisiert ist." +"Da die Uhr der Sound-Hardware jedoch nie genau mit der Systemuhr " +"übereinstimmt, werden die Zeitinformationen auf lange Sicht abdriften." msgid "" "For a rhythm game where a song begins and ends after a few minutes, this " @@ -177,19 +175,23 @@ msgid "" "Added to this, the value will be out of sync with the speakers too because " "of the previously mentioned reasons." msgstr "" -"Verwende :ref:`AudioStreamPlayer.get_playback_position() " -"` um die aktuelle " -"Position des Songs zu erhalten, bei der das Lied ideal klingt. Dies ist aber " -"nicht so nützlich wie es sich anhört. Dieser Wert wird in Blöcken erhöht " -"(jedes Mal, wenn der Audio-Rückruf einen Tonblock mischt), sodass viele " -"Aufrufe denselben Wert zurückgeben können. Hinzu kommt, dass der Wert aus " -"den zuvor genannten Gründen auch nicht mit den Lautsprechern synchron ist." +"Die Verwendung von :ref:`AudioStreamPlayer." +"get_playback_position()`, " +"um die aktuelle Position für den Song zu erhalten, hört sich ideal an, ist " +"aber in der jetzigen Form nicht sehr nützlich. Dieser Wert wird stückweise " +"inkrementiert (jedes Mal, wenn der Audio-Callback einen Soundblock mixt), so " +"dass viele Aufrufe denselben Wert zurückgeben können. Hinzu kommt, dass der " +"Wert aus den bereits erwähnten Gründen nicht mit den Lautsprechern " +"synchronisiert ist." msgid "" "To compensate for the \"chunked\" output, there is a function that can " "help: :ref:`AudioServer." "get_time_since_last_mix()`." msgstr "" +"Um die Ausgabe in Stücken zu kompensieren, gibt es eine Funktion, die helfen " +"kann: :ref:`AudioServer." +"get_time_since_last_mix()`." msgid "" "Adding the return value from this function to *get_playback_position()* " @@ -203,7 +205,7 @@ msgid "" "for the audio to be heard after it was mixed):" msgstr "" "Um die Genauigkeit zu erhöhen, subtrahieren Sie die Latenzinformationen (wie " -"viel Zeit benötigt wird, um das Audio nach dem Mischen zu hören):" +"viel Zeit benötigt wird, um das Audio nach dem Mixen zu hören):" msgid "" "The result may be a bit jittery due how multiple threads work. Just check " @@ -220,7 +222,7 @@ msgstr "" "mit Musik." msgid "Here is the same code as before using this approach:" -msgstr "Hier ist derselbe Code wie vor diesem Ansatz:" +msgstr "Hier ist derselbe Code wie zuvor, aber mit diesem Ansatz:" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po index ae64c1f9f5..f37cbafeba 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,20 +20,51 @@ msgstr "" msgid "Text to speech" msgstr "Text-to-Speech" -#, fuzzy msgid "Basic Usage" -msgstr "Grundlegende Einrichtung" +msgstr "Grundlegende Verwendung" msgid "Basic usage of text-to-speech involves the following one-time steps:" msgstr "" +"Die grundlegende Verwendung von Text-to-Speech umfasst die folgenden " +"einmaligen Schritte:" + +#, fuzzy +msgid "Enable TTS in the Godot editor for your project" +msgstr "Optimierung der Erstellung Ihres Projekts" msgid "Query the system for a list of usable voices" -msgstr "" +msgstr "Fragen Sie das System nach einer Liste der verwendbaren Stimmen ab" msgid "Store the ID of the voice you want to use" +msgstr "Speichern Sie die ID der Stimme, die Sie verwenden möchten" + +msgid "" +"By default, the Godot project-level setting for text-to-speech is disabled, " +"to avoid unnecessary overhead. To enable it:" msgstr "" -msgid "Once you have the voice ID, you can use it to speak some text:" +#, fuzzy +msgid "Go to **Project > Project Settings**" +msgstr "Gehen Sie zu *Projekt -> Projekteinstellungen*." + +#, fuzzy +msgid "Make sure the **Advanced Settings** toggle is enabled" +msgstr "" +"Movie Maker-Projekteinstellungen (mit aktivierter Option \"Erweitert\")" + +msgid "Click on **Audio > General**" +msgstr "" + +msgid "Ensure the **Text to Speech** option is checked" +msgstr "" + +msgid "Restart Godot if prompted to do so." +msgstr "" + +msgid "" +"Text-to-speech uses a specific voice. Depending on the user's system, they " +"might have multiple voices installed. Once you have the voice ID, you can " +"use it to speak some text:" msgstr "" msgid "Requirements for functionality" @@ -43,6 +74,8 @@ msgid "" "Godot includes text-to-speech functionality. You can find these under the :" "ref:`DisplayServer class `." msgstr "" +"Godot enthält eine Text-to-Speech-Funktionalität. Sie finden diese unter " +"der :ref:`DisplayServer-Klasse `." msgid "" "Godot depends on system libraries for text-to-speech functionality. These " @@ -51,6 +84,12 @@ msgid "" "will not work. Specifically, the ``tts_get_voices()`` method will return an " "empty list, indicating that there are no usable voices." msgstr "" +"Godot ist für die Text-to-Speech-Funktionalität auf Systembibliotheken " +"angewiesen. Diese Bibliotheken sind unter Windows und macOS standardmäßig " +"installiert, aber nicht bei allen Linux-Distributionen. Wenn sie nicht " +"vorhanden sind, wird die Text-to-Speech-Funktionalität nicht funktionieren. " +"Insbesondere wird die Methode ``tts_get_voices()`` eine leere Liste " +"zurückgeben, was bedeutet, dass es keine brauchbaren Stimmen gibt." msgid "" "Both Godot users on Linux and end-users on Linux running Godot games need to " @@ -58,6 +97,11 @@ msgid "" "work. Please consult the table below or your own distribution's " "documentation to determine what libraries you need to install." msgstr "" +"Sowohl Godot-Benutzer unter Linux als auch Endbenutzer unter Linux, die " +"Godot-Spiele ausführen, müssen sicherstellen, dass ihr System die " +"Systembibliotheken enthält, damit Text-to-Speech funktioniert. Bitte sehen " +"Sie in der folgenden Tabelle oder in der Dokumentation Ihrer eigenen " +"Distribution nach, welche Bibliotheken Sie installieren müssen." msgid "Distro-specific one-liners" msgstr "Distro-spezifische Einzeiler" @@ -65,6 +109,23 @@ msgstr "Distro-spezifische Einzeiler" msgid "**Arch Linux**" msgstr "**Arch Linux**" +msgid "Troubleshooting" +msgstr "Fehlersuche" + +msgid "" +"If you get the error `Invalid get index '0' (on base: 'PackedStringArray').` " +"for the line `var voice_id = voices[0]`, check if there are any items in " +"`voices`. If not:" +msgstr "" + +msgid "All users: make sure you enabled **Text to Speech** in project settings" +msgstr "" + +msgid "" +"Linux users: ensure you installed the system-specific libraries for text to " +"speech" +msgstr "" + msgid "Best practices" msgstr "Bewährte Praktiken" @@ -76,36 +137,53 @@ msgid "" "scroll backward and forward through text. As of now, Godot doesn't provide " "this level of integration." msgstr "" +"Die bewährte Praxis für Text-to-Speech besteht darin, die Ausgabe an das " +"Bildschirmlesegerät des Spielers zu senden, um blinden Spielern ein " +"optimales Spielerlebnis zu bieten. Auf diese Weise bleiben die vom Benutzer " +"eingestellte Sprache, Geschwindigkeit, Tonhöhe usw. erhalten, und es werden " +"erweiterte Funktionen wie das Vor- und Zurückblättern im Text ermöglicht. " +"Derzeit bietet Godot diese Integrationsebene noch nicht." msgid "" "With the current state of the Godot text-to-speech APIs, best practices " "include:" msgstr "" +"Beim derzeitigen Stand der Godot-APIs für Text-zu-Sprache gehören zur " +"bewährten Praxis:" msgid "" "Develop the game with text-to-speech enabled, and ensure that everything " "sounds correct" msgstr "" +"Entwickeln Sie das Spiel mit aktivierter Text-to-Speech-Funktion und stellen " +"Sie sicher, dass alles richtig klingt" msgid "" "Allow players to control which voice to use, and save/persist that selection " "across game sessions" msgstr "" +"Ermöglicht es den Spielern zu bestimmen, welche Stimme verwendet werden " +"soll, und diese Auswahl über mehrere Spielsitzungen hinweg zu speichern/" +"beizubehalten" msgid "" "Allow players to control the speech rate, and save/persist that selection " "across game sessions" msgstr "" +"Ermöglicht es den Spielern, die Sprechgeschwindigkeit zu steuern und diese " +"Auswahl über mehrere Spielsitzungen hinweg zu speichern/beizubehalten" msgid "" "This provides your blind players with the most flexibility and comfort " "available when not using a screen reader, and minimizes the chance of " "frustrating and alienating them." msgstr "" +"Dies bietet Ihren blinden Spielern ein Höchstmaß an Flexibilität und " +"Komfort, wenn sie keinen Bildschirmleser verwenden, und minimiert die " +"Gefahr, sie zu frustrieren und zu entfremden." -#, fuzzy msgid "Caveats and Other Information" -msgstr "Spiele und Internationalisierung" +msgstr "Vorbehalte und sonstige Informationen" msgid "" "Expect delays when you call `tts_speak` and `tts_stop`. The actual delay " @@ -114,28 +192,45 @@ msgid "" "depend on web services, and the actual time to playback depends on server " "load, network latency, and other factors." msgstr "" +"Rechnen Sie mit Verzögerungen, wenn Sie `tts_speak` und `tts_stop` aufrufen. " +"Die tatsächliche Verzögerungszeit hängt sowohl vom Betriebssystem als auch " +"von den Spezifikationen Ihres Rechners ab. Dies ist besonders kritisch bei " +"Android und Web, wo einige der Stimmen von Webdiensten abhängen und die " +"tatsächliche Zeit bis zur Wiedergabe von der Serverlast, der Netzwerklatenz " +"und anderen Faktoren abhängt." msgid "" "Non-English text works if the correct voices are installed and used. On " "Windows, you can consult the instructions in `this article`_ to enable " "additional language voices on Windows." msgstr "" +"Nicht-englischer Text funktioniert, wenn die richtigen Stimmen installiert " +"und verwendet werden. Unter Windows können Sie die Anweisungen in `diesem " +"Artikel`_ konsultieren, um zusätzliche Sprachstimmen unter Windows zu " +"aktivieren." msgid "" "Non-ASCII characters, such as umlaut, are pronounced correctly if you select " "the correct voice." msgstr "" +"Nicht-ASCII-Zeichen, wie z. B. Umlaute, werden korrekt ausgesprochen, wenn " +"Sie die richtige Stimme auswählen." msgid "" "Blind players use a number of screen readers, including JAWS, NVDA, " "VoiceOver, Narrator, and more." msgstr "" +"Blinde Spieler verwenden eine Reihe von Bildschirmleseprogrammen, darunter " +"JAWS, NVDA, VoiceOver, Narrator und andere." msgid "" "Windows text-to-speech APIs generally perform better than their equivalents " "on other systems (e.g. `tts_stop` followed by `tts_speak` immediately speaks " "the new message)." msgstr "" +"Windows Text-to-Speech-APIs haben in der Regel eine bessere Performance als " +"ihre Äquivalente auf anderen Systemen (z. B. spricht `tts_stop` gefolgt von " +"`tts_speak` sofort die neue Nachricht)." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po index 704977e5c4..03f6b40b58 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,8 +28,8 @@ msgid "" "change_scene_to_file `." msgstr "" "Godot bietet ein Feature zum automatischen Laden von Nodes im Root Ihres " -"Projekts, das die Rolle eines Singletons erfüllen kann und das es Ihnen " -"ermöglicht, global darauf zuzugreifen: :ref:`doc_singletons_autoload`. Diese " +"Projekts, das es Ihnen ermöglicht, global auf sie zuzugreifen und das die " +"Rolle eines Singletons : :ref:`doc_singletons_autoload` erfüllen kann. Diese " "automatisch geladenen Nodes werden nicht freigegeben, wenn Sie die Szene " "über den Code mit :ref:`SceneTree.change_scene_to_file " "` ändern." @@ -38,7 +38,7 @@ msgid "" "In this guide, you will learn when to use the Autoload feature, and " "techniques you can use to avoid it." msgstr "" -"In diesem Leitfaden erfahren Sie, wann Sie das Autoload-Feature verwenden " +"In dieser Anleitung erfahren Sie, wann Sie das Autoload-Feature verwenden " "sollten und welche Techniken Sie verwenden können, um es zu umgehen." msgid "The cutting audio issue" @@ -53,7 +53,7 @@ msgstr "" "Andere Engines können zur Verwendung von Manager-Klassen zum Erzeugen von " "Objekten ermutigen: Singletons, die viele Funktionen in einem global " "zugänglichen Objekt organisieren. Godot bietet dank des Node-Baums und der " -"Signale viele Möglichkeiten, um einen globalen Zustand zu vermeiden." +"Signale viele Möglichkeiten, einen globalen Zustand zu vermeiden." msgid "" "For example, let's say we are building a platformer and want to collect " @@ -106,20 +106,20 @@ msgid "" "stored from the start, you can either have too few and face bugs, or too " "many and use more memory than you need." msgstr "" -"**Globale Ressourcenzuweisung**: Mit einem Pool von ``AudioStreamPlayer``-" +"**Globale Ressourcenallokation**: Mit einem Pool von ``AudioStreamPlayer``-" "Nodes, die von Anfang an gespeichert wurden, können Sie entweder zu wenige " -"haben und damit Probleme bekommen, oder zu viele und es kann dadurch " -"deutlich mehr Speicher verwendet werden als benötigt." +"Nodes haben und damit Bugs erzeugen, oder zu viele und dadurch deutlich mehr " +"Speicher verwenden als benötigt." msgid "" "About global access, the problem is that any code anywhere could pass wrong " "data to the ``Sound`` autoload in our example. As a result, the domain to " "explore to fix the bug spans the entire project." msgstr "" -"Das Problem beim globalen Zugriff besthet darin, dass jeder beliebige Code " -"falsche Daten an den ``Sound``-Autoload unseres Beispiels übergeben könnte. " -"Infolgedessen erstreckt sich der zu überprüfende Bereich zur Behebung des " -"Fehlers über das gesamte Projekt." +"Das Problem beim globalen Zugriff besteht darin, dass jede beliebige " +"Codestelle von irgendwoher falsche Daten an den ``Sound``-Autoload unseres " +"Beispiels übergeben könnte. Infolgedessen erstreckt sich der zu überprüfende " +"Bereich zur Behebung des Bugs über das gesamte Projekt." msgid "" "When you keep code inside a scene, only one or two scripts may be involved " @@ -187,8 +187,7 @@ msgid "" "the ``owner`` property to access the scene's root node." msgstr "" "Die Daten in einem Objekt speichern, auf das jeder Node Zugriff hat, z.B. " -"mithilfe der ``owner``-Eigenschaft, um auf den Root-Node der Szene " -"zuzugreifen." +"mithilfe der ``owner``-Property, um auf den Root-Node der Szene zuzugreifen." msgid "When you should use an Autoload" msgstr "Wann Sie ein Autoload verwenden sollten" @@ -211,9 +210,9 @@ msgid "" "var``. This means you can now share a variables across instances of a class " "without having to create a separate autoload." msgstr "" -"Seit Godot 4.1 unterstützt GDScript auch statische Variablen über ``static " -"var``. So können Sie Variablen zwischen den Instanzen einer Klasse teilen " -"ohne ein separates Autoload zu erstellen." +"Seit Godot 4.1 unterstützt GDScript auch ``statische`` Variablen über " +"``static var``. So können Sie Variablen zwischen den Instanzen einer Klasse " +"teilen ohne ein separates Autoload zu erstellen." msgid "" "Still, autoloaded nodes can simplify your code for systems with a wide " @@ -222,11 +221,10 @@ msgid "" "broad-scoped tasks. For example, a quest or a dialogue system." msgstr "" "Dennoch können Autoload-Nodes Ihren Code für Systeme mit einem großen " -"Anwendungsbereich vereinfachen. Wenn der Autoload seine eigenen " -"Informationen verwaltet und nicht in die Daten anderer Objekte eindringt, " -"dann ist dies eine großartige Möglichkeit, Systeme zu erstellen, die " -"weitreichende Aufgaben erledigen. Zum Beispiel eine Suche oder ein " -"Dialogsystem." +"Geltungsbereich vereinfachen. Wenn der Autoload seine eigenen Informationen " +"verwaltet und nicht in die Daten anderer Objekte eindringt, dann ist dies " +"eine großartige Möglichkeit, Systeme zu erstellen, die Aufgaben mit breitem " +"Geltungsbereich erledigen. Zum Beispiel eine Suche oder ein Dialogsystem." msgid "" "An autoload is *not* necessarily a singleton. Nothing prevents you from " @@ -237,7 +235,7 @@ msgid "" msgstr "" "Ein Autoload ist *nicht* notwendigerweise ein Singleton. Nichts hindert Sie " "daran, Kopien eines Autoload-Nodes zu instanziieren. Ein Autoload ist nur " -"ein Werkzeug, das einen Node automatisch als Child des Roots Ihres " +"ein Werkzeug, das einen Node automatisch als Child-Node des Roots Ihres " "Szenenbaums lädt, unabhängig von der Node-Struktur Ihres Spiels oder der " "Szene, die Sie ausführen, z.B. durch Drücken der Taste :kbd:`F6`." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po index 9e899fc1e3..3e77baaf8b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "" "structures such as :ref:`Array ` and :ref:`Dictionary " "` as well as :ref:`Objects `." msgstr "" -"Godot speichert alle Variablen in der Scripting-API in der Klasse :ref:" +"Godot speichert alle Variablen in der Skripting-API in der Klasse :ref:" "`Variant `. Variants können Variant-kompatible " "Datenstrukturen wie :ref:`Array ` und :ref:`Dictionary " "`, sowie :ref:`Object ` speichern." @@ -521,8 +521,8 @@ msgid "" msgstr "" "Die meisten Programmiersprachen bieten einen Enumerationstypen an. So auch " "GDScript, aber anders als die meisten anderen Sprachen erlaubt es, Integer-" -"Zahlen oder Strings als Enum-Werte zu nutzen (letzteres nur, wenn das ` " -"`export`` Schlüsselwort in GDScript verwendet wird). Doch dann stellt sich " +"Zahlen oder Strings als Enum-Werte zu nutzen (letzteres nur, wenn das " +"``export`` Schlüsselwort in GDScript verwendet wird). Doch dann stellt sich " "die Frage: \"Welches sollte man nehmen?\"" msgid "" @@ -551,7 +551,7 @@ msgid "" "corresponding string value for each enum." msgstr "" "Das Hauptproblem mit Integer-Werten ist die *Ausgabe* eines Enum-Werts. Mit " -"Integer-Werten würde beim Ausgeben von ``MY_ENUM`` der Wert ` `5`` oder so " +"Integer-Werten würde beim Ausgeben von ``MY_ENUM`` der Wert ``5`` oder so " "etwas ausgegeben werden, anstatt ``\"MyEnum\"``. Um einen Integer-Enum " "auszugeben, müsste man ein Dictionary schreiben, das jedem Enum-Wert den " "entsprechenden String-Wert zuordnet." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po index 4c98fe143f..b8824330e0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po index 074f13c222..04d00586d3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgstr "" "die Möglichkeit zu geben, auf eine Vielzahl von Callbacks auf Engine-Ebene " "zu reagieren, die sich auf das Objekt beziehen können. Wenn die Engine zum " "Beispiel einem :ref:`CanvasItem ` sagt, dass es " -"\"zeichnen\" soll, wird es``_notification(NOTIFICATION_DRAW)`` aufrufen." +"\"zeichnen\" soll, wird es ``_notification(NOTIFICATION_DRAW)`` aufrufen." msgid "" "Some of these notifications, like draw, are useful to override in scripts. " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po index a1419aba5d..81208b29d3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po index 99f120a0c7..4f17c8a72b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -24,8 +24,8 @@ msgid "" "This series is a collection of best practices to help you work efficiently " "with Godot." msgstr "" -"Diese Reihe ist eine Ansammlung empfohlener Vorgehensweisen, um effizient " -"mit Godot zu arbeiten." +"Diese Artikelreihe ist eine Sammlung empfohlener Vorgehensweisen, um " +"effizient mit Godot zu arbeiten." msgid "" "Godot allows for a great amount of flexibility in how you structure a " @@ -34,16 +34,16 @@ msgid "" "for long enough." msgstr "" "Godot ermöglicht ein hohes Maß an Flexibilität, um die Codebasis eines " -"Projekts strukturieren und in Szenen aufzuteilen. Jeder Ansatz hat seine " -"Vor- und Nachteile, die schwer abzuwägen sein können, bis man eine Weile mit " -"der Engine gearbeitet hat." +"Projekts zu strukturieren und in Szenen aufzuteilen. Verschiedene Ansätze " +"haben ihre Vor- und Nachteile, die vielleicht schwer abzuwägen sind, bis man " +"eine Weile mit der Engine gearbeitet hat." msgid "" "There are always many ways to structure your code and solve specific " "programming problems. It would be impossible to cover them all here." msgstr "" "Es gibt viele Möglichkeiten, den Code zu strukturieren und bestimmte " -"Programmierprobleme zu lösen. Es wäre unmöglich, sie alle hier zu behandeln." +"Problemstellungen zu lösen. Es wäre unmöglich, sie alle hier zu behandeln." msgid "" "That is why each article starts from a real-world problem. We will break " @@ -63,9 +63,9 @@ msgid "" "the series." msgstr "" "Sie sollten damit beginnen, :ref:`doc_what_are_godot_classes` zu lesen. " -"Darin wird erklärt, wie sich Godots Nodes und Szenen zu Klassen und Objekten " -"in anderen objektorientierten Programmiersprachen verhalten. Es wird Ihnen " -"helfen, den Rest der Reihe zu verstehen." +"Darin wird erklärt, wie sich Nodes und Szenen in Godot zu Klassen und " +"Objekten in anderen objektorientierten Programmiersprachen verhalten. Das " +"wird Ihnen dabei helfen, den Rest der Artikelreihe zu verstehen." msgid "" "The best practices in Godot rely on Object-Oriented design principles. We " @@ -73,8 +73,8 @@ msgid "" "Single_responsibility_principle>`_ principle and `encapsulation `_." msgstr "" -"Die Best Practices in Godot basieren auf objektorientierten " -"Entwurfsprinzipien. Wir verwenden Werkzeuge, wie das `Single Responsibility-" +"Die bewährten Praktiken in Godot basieren auf objektorientierten " +"Entwurfsprinzipien. Wir verwenden Werkzeuge wie das `Single Responsibility-" "Prinzip `_ und " "`Kapselung `_." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po index b21666062e..1c9d7486fb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po index 920c8669db..d581440af5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,7 +18,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "When and how to avoid using nodes for everything" -msgstr "Wann und wie vermeidet man die Verwendung von Nodes für alles" +msgstr "Wann und wie man es vermeidet, Nodes für alles zu verwenden" msgid "" "Nodes are cheap to produce, but even they have their limits. A project may " @@ -27,9 +27,9 @@ msgid "" "performance." msgstr "" "Nodes sind sparsam mit Ressourcen, aber selbst sie haben ihre Grenzen. Ein " -"Projekt kann zehntausende von Nodes haben, die alle irgendetwas tun. Je " -"komplexer ihr Verhalten ist, desto größer ist die Belastung, da jeder " -"einzelne zur Performance eines Projekts beiträgt." +"Projekt kann zehntausende von Nodes haben, die alle irgendetwas tun.Je " +"komplexer ihr Verhalten jedoch ist, desto größer ist die Belastung, die " +"jeder einzelne Node für die Performace eines Projekts darstellt." msgid "" "Godot provides more lightweight objects for creating APIs which nodes use. " @@ -47,7 +47,7 @@ msgid "" "that are also lighter than the :ref:`Node ` class." msgstr "" ":ref:`Object `: Das ultimative Lightweight-Objekt, das " -"ursprüngliche Objekt muss seinen Speicher manuell verwalten. Trotzdem ist es " +"ursprüngliche Object muss seinen Speicher manuell verwalten. Trotzdem ist es " "nicht allzu schwierig, eigene benutzerdefinierte Datenstrukturen zu " "erstellen, selbst Nodestrukturen, die auch leichtgewichtiger sind als die :" "ref:`Node `-Klasse." @@ -60,9 +60,9 @@ msgid "" msgstr "" "**Beispiel:** Siehe den Node :ref:`Tree `. Er unterstützt ein " "hohes Maß an Personalisierung für ein Inhaltsverzeichnis mit einer " -"beliebigen Anzahl von Zeilen und Spalten. Die Daten, die zum Generieren der " -"Visualisierung verwendet werden, sind tatsächlich ein Baum von :ref:" -"`TreeItem `-Objekten." +"beliebigen Anzahl von Zeilen und Spalten. Die Daten, die es zum Generieren " +"der Visualisierung verwendet, sind tatsächlich ein Baum von :ref:`TreeItem " +"`-Objects." msgid "" "**Advantages:** Simplifying one's API to smaller scoped objects helps " @@ -73,8 +73,8 @@ msgstr "" "**Vorteile:** Durch die Vereinfachung der API auf Objekte mit kleinerem " "Gültigkeitsbereich wird die Zugänglichkeit und die Iterationszeit " "verbessert. Anstatt mit der gesamten Node-Bibliothek zu arbeiten, wird eine " -"verkleinerte Gruppe von Objekten erstellt, aus denen ein Node die " -"entsprechenden Unter-Notes generieren und verwalten kann." +"kleinere Menge von Objects erstellt, aus denen ein Node die entsprechenden " +"Unter-Notes generieren und verwalten kann." msgid "" "One should be careful when handling them. One can store an Object into a " @@ -82,7 +82,7 @@ msgid "" "example, if the object's creator decides to delete it out of nowhere, this " "would trigger an error state when one next accesses it." msgstr "" -"Man sollte vorsichtig damit umgehen. Man kann ein Objekt in einer Variablen " +"Man sollte vorsichtig damit umgehen. Man kann ein Object in einer Variablen " "speichern, aber diese Referenzen können ohne Warnung ungültig werden. Wenn " "der Ersteller des Objekts beispielsweise beschließt, es aus dem Nichts zu " "löschen, wird beim nächsten Zugriff ein Fehlerstatus ausgelöst." @@ -104,7 +104,7 @@ msgid "" "themselves." msgstr "" "**Beispiel:** Siehe das :ref:`FileAccess `-Objekt. Es " -"funktioniert genau wie ein normales Objekt, außer dass man es nicht selbst " +"funktioniert genau wie ein normales Object, außer dass man es nicht selbst " "löschen muss." msgid "**Advantages:** same as the Object." @@ -127,8 +127,8 @@ msgid "" msgstr "" "**Beispiel:** Skripte, PackedScene (für Szenendateien) und andere Typen wie " "die verschiedenen :ref:`AudioEffect `-Klassen. Jedes " -"dieser Elemente kann gespeichert und geladen werden, daher bilden Sie eine " -"Erweiterung von Resource." +"dieser Elemente kann gespeichert und geladen werden, daher stellen Sie eine " +"Erweiterung von Resource dar." msgid "" "**Advantages:** Much has :ref:`already been said ` on :ref:" @@ -145,10 +145,10 @@ msgstr "" "`gesagt `. Im Zusammenhang mit der Verwendung von Resources " "gegenüber Nodes liegt ihr Hauptvorteil jedoch in der Inspektor-" "Kompatibilität. Obwohl sie fast so leichtgewichtig sind wie Object/" -"RefCounted, können sie dennoch Eigenschaften im Inspektor anzeigen und " -"exportieren. Dadurch erfüllen sie einen ähnlichen Zweck wie Unter-Nodes in " -"Bezug auf die Benutzerfreundlichkeit, verbessern aber auch die Performance, " -"wenn man plant, viele solcher Resources/Nodes in seinen Szenen zu haben." +"RefCounted, können sie dennoch Propertys im Inspektor anzeigen und " +"exportieren. Dadurch erfüllen sie bezüglich Benutzerfreundlichkeit einen " +"ähnlichen Zweck wie Unter-Nodes, verbessern aber auch die Performance, wenn " +"man plant, viele solcher Resources/Nodes in seinen Szenen zu haben." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po index 4c92287ef5..d37230fb72 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -199,7 +199,7 @@ msgstr "" "und Kleinschreibung berücksichtigt wird. Dies kann nach dem Exportieren " "eines Projekts zu Problemen führen, da das virtuelle PCK-Dateisystem von " "Godot zwischen Groß- und Kleinschreibung unterscheidet. Um dies zu vermeiden " -"wird empfohlen, bei allen Dateien im Projekt die Bezeichnung \"snake_case\" " +"wird empfohlen, bei allen Dateien im Projekt die Bezeichnung ``snake_case`` " "beizubehalten (und im allgemeinen Kleinbuchstaben zu verwenden)." msgid "" @@ -220,7 +220,7 @@ msgstr "" "Kleinschreibung unterscheiden lassen, um Fehler im Zusammenhang mit der " "Groß- und Kleinschreibung zu vermeiden. Führen Sie nach dem Aktivieren der " "\"Windows-Subsystem für Linux\"-Funktion den folgenden Befehl in einem " -"PowerShell-Fenster aus:" +"PowerShell-Fenster aus::" msgid "" "If you haven't enabled the Windows Subsystem for Linux, you can enter the " @@ -230,7 +230,7 @@ msgstr "" "Wenn Sie das \"Windows-Subsystem für Linux\" nicht aktiviert haben, können " "Sie die folgende Zeile in ein PowerShell-Fenster eingeben, das *als " "Administrator ausgeführt* wird, und dann neu starten, wenn Sie dazu " -"aufgefordert werden:" +"aufgefordert werden::" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po index 50475e536a..290a1fd094 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -49,12 +49,13 @@ msgid "" "established in the editor break." msgstr "" "Sie erstellen ihre erste Szene und füllen sie mit Inhalten, um dann " -"irgendwann Teile ihrer Szene in separate Szenen zu speichern, da sich mehr " -"und mehr das Gefühl einstellt, dass sie die Dinge aufteilen sollten. Dann " -"stellen sie jedoch fest, dass die direkten Verweise, auf die sie sich zuvor " -"verlassen konnten, nicht mehr möglich sind. Die Wiederverwendung der Szene " -"an mehreren Stellen führt zu Problemen, da die Node-Pfade nicht mehr ihre " -"Ziele finden und Signalverbindungen, die im Editor erstellt wurde, abbrechen." +"irgendwann Teile ihrer Szene in separate Szenen zu speichern, da sich im " +"Laufe der Zeit das Gefühl einstellt, dass sie die Dinge aufteilen sollten. " +"Dann stellen sie jedoch fest, dass die direkten Verweise, auf die sie sich " +"zuvor verlassen konnten, nicht mehr möglich sind. Die Wiederverwendung der " +"Szene an mehreren Stellen führt zu Problemen, da die Node-Pfade nicht mehr " +"ihre Ziele finden und Signalverbindungen, die im Editor erstellt wurde, " +"abbrechen." msgid "" "To fix these problems, one must instantiate the sub-scenes without them " @@ -63,9 +64,9 @@ msgid "" "it." msgstr "" "Um diese Probleme zu beheben, muss man die Unterszenen so instanziieren, " -"dass sie keine Details zu ihrem Umfeld benötigen. Man muss darauf vertrauen " -"können, dass sich die Unterszene selbst erstellt, ohne wählerisch damit zu " -"sein, wie man sie verwendet." +"dass sie keine Details zu ihrer Umgebung benötigen. Man muss darauf " +"vertrauen können, dass sich die Unterszene selbst erstellt, ohne wählerisch " +"damit zu sein, wie man sie verwendet." msgid "" "One of the biggest things to consider in OOP is maintaining focused, " @@ -74,8 +75,8 @@ msgid "" "objects small (for maintainability) and improves their reusability." msgstr "" "Eines der wichtigsten Dinge, die bei OOP berücksichtigt werden müssen, ist " -"die Beibehaltung konzentrierter Single-Purpose-Klassen mit `loser Kopplung " -"`_ an andere Teile der " +"die Beibehaltung konzentrierter Einzweck-Klassen mit `loser Kopplung " +"`_ an andere Teile der " "Codebasis. Dies hält die Größe von Objekten klein (zwecks Wartbarkeit) und " "verbessert deren Wiederverwendbarkeit." @@ -83,8 +84,8 @@ msgid "" "These OOP best practices have *several* implications for best practices in " "scene structure and script usage." msgstr "" -"Diese bewährten OOP-Praktiken wirken sich positiv auf *mehrere* weitere " -"bewährte Praktiken bei der Szenenstruktur und Skriptverwendung insgesamt aus." +"Diese bewährten OOP-Praktiken haben *mehrere* Konsequenzen für bewährte " +"Praktiken in der Szenenstruktur und der Skriptverwendung." msgid "" "**If at all possible, one should design scenes to have no dependencies.** " @@ -93,7 +94,7 @@ msgid "" msgstr "" "**Wenn irgend möglich, sollte man Szenen so gestalten, dass sie keine " "Abhängigkeiten aufweisen.** Das heißt, man sollte Szenen schaffen, die " -"alles, was man braucht, in sich tragen." +"alles, was sie brauchen, in sich tragen." msgid "" "If a scene must interact with an external context, experienced developers " @@ -104,8 +105,8 @@ msgid "" "unexpected behavior." msgstr "" "Muss eine Szene mit einem externen Kontext interagieren, empfehlen erfahrene " -"Entwickler die Verwendung von `Dependency Injection `_. Diese Technik beschreibt die " +"Entwickler die Verwendung von `Dependency Injection `_. Dieses Verfahren beschreibt die " "Bereitstellung einer High-Level-API für die Abhängigkeiten der Low-Level-" "API. Warum das? Weil Klassen, die sich auf ihre externe Umgebung verlassen, " "ungewollt Bugs und unerwartetes Verhalten auslösen können." @@ -135,8 +136,8 @@ msgid "" "as ownership of the method is unnecessary. Used to start behavior." msgstr "" "Initialisieren einer :ref:`Callable `-Property. Sicherer als " -"eine Methode, da der Besitz der Methode unnötig ist. Wird verwendet, um ein " -"Verhalten einzuleiten." +"eine Methode, da es nicht nötig ist, die Methode zu besitzen. Wird " +"verwendet, um ein Verhalten einzuleiten." msgid "Initialize a Node or other Object reference." msgstr "Initialisieren eines Nodes oder einer anderen Objektreferenz." @@ -188,12 +189,12 @@ msgstr "" "halten, da eine Abhängigkeit von einem externen Kontext, selbst einem lose " "gekoppelten, immer noch bedeutet, dass der Node eine bestimmte Information " "in seiner Umgebung erwartet. Die Designphilosophien des Projekts sollten " -"dies verhindern. Wenn nicht, werden die inhärenten Verbindlichkeiten des " -"Codes die Entwickler dazu zwingen, die Dokumentation zu verwenden, um die " -"Beziehungen zwischen den Objekten auf dem unterstem Level im Auge zu " -"behalten; dies ist auch als Development Hell bekannt. Code zu schreiben, der " -"auf externe Dokumentation angewiesen ist, damit man ihn sicher verwenden " -"kann, ist standardmäßig fehleranfällig." +"dies verhindern. Ist das nicht der Fall, werden die inhärenten " +"Verbindlichkeiten des Codes die Entwickler dazu zwingen, die Beziehungen " +"zwischen Objekten haarklein über Dokumentation nachzuverfolgen. Dieses " +"Phänomen wird als Development Hell bezeichnet. Code zu schreiben, der auf " +"externe Dokumentation angewiesen ist, damit man ihn sicher verwenden kann, " +"ist immer fehleranfällig." msgid "" "To avoid creating and maintaining such documentation, one converts the " @@ -207,15 +208,14 @@ msgid "" "documentation is necessary." msgstr "" "Um die Erstellung und Pflege einer solchen Dokumentation zu vermeiden, " -"konvertiert man den abhängige Node (\"Child\" oben) in ein Tool-Skript, das " +"konvertiert man den abhängigen Node (\"Child\" oben) in ein Tool-Skript, das " "``_get_configuration_warnings()`` implementiert. Die Rückgabe eines nicht " "leeren PackedStringArray bewirkt, dass das Szenen-Dock ein Warnsymbol mit " -"der Zeichenkette als Tooltip neben dem Node erzeugt. Dies ist das gleiche " -"Symbol, das für Nodes wie dem :ref:`Area2D `-Node erscheint, " -"wenn er keine untergeordneten :ref:`CollisionShape2D " -"`-Nodes definiert hat. Der Editor dokumentiert die " -"Szene dann selbst durch den Skriptcode. Es ist keine inhaltliche " -"Duplizierung über die Dokumentation notwendig." +"den Strings als Tooltip neben dem Node erzeugt. Dies ist das gleiche Symbol, " +"das für Nodes wie dem :ref:`Area2D `-Node erscheint, wenn er " +"keine Child-:ref:`CollisionShape2D `-Nodes definiert " +"hat. Der Editor dokumentiert die Szene dann selbst durch den Skriptcode. " +"Keine inhaltliche Duplizierung über die Dokumentation ist mehr notwendig." msgid "" "A GUI like this can better inform project users of critical information " @@ -224,9 +224,9 @@ msgid "" "will need clear instructions in the messages telling them what to do to " "configure it." msgstr "" -"Eine solche GUI kann Projektbenutzer besser über wichtige Informationen zu " +"Eine solche GUI kann Projektnutzer besser über wichtige Informationen zu " "einem Node informieren. Hat er externe Abhängigkeiten? Wurden diese " -"Abhängigkeiten erfüllt? Andere Programmierer, insbesondere Designer und " +"Abhängigkeiten erfüllt? Andere Programmierer, und insbesondere Designer und " "Autoren, benötigen klare Anweisungen in den Meldungen, die ihnen sagen, was " "sie tun müssen, um ihn zu konfigurieren." @@ -240,35 +240,37 @@ msgid "" "indirection is to avoid ending up in a situation where changing one class " "results in adversely effecting other classes dependent on it." msgstr "" -"Warum also funktioniert dieses komplizierte Umhergewechsle? Nun, weil Szenen " +"Warum also funktioniert dieses komplizierte Wechselspiel? Nun, weil Szenen " "am besten funktionieren, wenn sie allein arbeiten. Wenn sie nicht allein " "arbeiten können, dann ist die zweitbeste Lösung, mit anderen anonym zu " "arbeiten (mit minimalen harten Abhängigkeiten, d.h. loser Kopplung). Es kann " "unvermeidlich sein, dass Änderungen an einer Klasse vorgenommen werden " "müssen, und wenn diese Änderungen dazu führen, dass sie auf unvorhergesehene " "Weise mit anderen Szenen interagiert, dann werden die Dinge anfangen, " -"zusammenzubrechen. Der Sinn all dieser Umwege ist es, zu vermeiden, dass die " -"Änderung einer Klasse sich negativ auf andere, von ihr abhängige Klassen " -"auswirkt." +"zusammenzubrechen. Der Sinn all dieser Indirektion ist es, zu vermeiden, " +"dass die Änderung einer Klasse sich negativ auf andere, von ihr abhängige " +"Klassen auswirkt." msgid "" "Scripts and scenes, as extensions of engine classes, should abide by *all* " "OOP principles. Examples include..." msgstr "" "Skripte und Szenen als Erweiterungen von Engine-Klassen sollten *allen* OOP-" -"Prinzipien entsprechen. Beispiele beinhalten..." +"Prinzipien folgen. Beispiele beinhalten..." msgid "`SOLID `_" -msgstr "`SOLID `_" +msgstr "" +"`SOLID `_" msgid "`DRY `_" -msgstr "`DRY `_" +msgstr "`DRY `_" msgid "`KISS `_" -msgstr "`KISS `_" +msgstr "`KISS `_" msgid "`YAGNI `_" -msgstr "`YAGNI `_" +msgstr "`YAGNI `_" msgid "Choosing a node tree structure" msgstr "Auswahl einer Node-Baum-Struktur" @@ -287,8 +289,8 @@ msgstr "" "wollen, aber *wo* soll das alles hin? Nun, wie man bei der Entwicklung " "seines Spiels vorgeht, bleibt immer jedem selbst überlassen. Man kann Node-" "Bäume auf unzählige Arten konstruieren. Aber für diejenigen, die sich nicht " -"sicher sind, kann dieser hilfreiche Leitfaden ein Beispiel für eine " -"sinnvolle Struktur geben, mit der man beginnen kann." +"sicher sind, kann diese hilfreiche Anleitung ein Beispiel für eine sinnvolle " +"Struktur geben, mit der man beginnen kann." msgid "" "A game should always have a sort of \"entry point\"; somewhere the developer " @@ -301,9 +303,9 @@ msgstr "" "Ein Spiel sollte immer eine Art \"Einstiegspunkt\" haben; irgendwo kann der " "Entwickler definitiv nachvollziehen, wo die Dinge beginnen, damit er die " "Logik verfolgen kann, wenn sie an anderer Stelle fortgesetzt wird. Dieser " -"Ort dient auch als Vogelperspektive für alle weiteren Daten und die Logik im " +"Ort dient auch als grobe Übersicht über alle weiteren Daten und die Logik im " "Programm. Bei traditionellen Anwendungen wäre dies die \"main\"-Funktion. In " -"diesem Fall wäre es ein Main-Node." +"unserem Fall wäre es ein Main-Node." msgid "Node \"Main\" (main.gd)" msgstr "Node \"Main\" (main.gd)" @@ -312,8 +314,8 @@ msgid "" "The ``main.gd`` script would then serve as the primary controller of one's " "game." msgstr "" -"Das ``main.gd`` Skript würde dann als primärer Controller des eigenen Spiels " -"dienen." +"Das ``main.gd``-Skript würde dann als primärer Steuerblock des eigenen " +"Spiels dienen." msgid "" "Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a " @@ -321,12 +323,12 @@ msgid "" "manages the various menus and widgets the project needs." msgstr "" "Dann hat man seine eigentliche \"Welt\" im Spiel (eine 2D- oder 3D-Welt). " -"Dies kann ein Unterelement von Main sein. Außerdem benötigt man für sein " -"Spiel eine primäre GUI, von der die verschiedenen Menüs und Widgets des " -"Projekts verwaltet werden." +"Dies kann ein Child-Node von Main sein. Außerdem benötigt man für sein Spiel " +"eine primäre GUI, von der die verschiedenen Menüs und Widgets des Projekts " +"verwaltet werden." msgid "Node2D/Node3D \"World\" (game_world.gd)" -msgstr "Node2D/Node3D \"World\" (game_world.gd)" +msgstr "Node2D/Node3D \"Welt\" (game_world.gd)" msgid "Control \"GUI\" (gui.gd)" msgstr "Control \"GUI\" (gui.gd)" @@ -336,9 +338,10 @@ msgid "" "node. :ref:`Changing scenes manually ` gives " "users full control over how their game world transitions." msgstr "" -"Beim Ändern von Ebenen kann man dann die Kinder des Nodes \"Welt\" " -"austauschen. :ref:`Szenen manuell ändern ` gibt " -"dem Benutzer die volle Kontrolle über die Übergänge seiner Spielwelt." +"Beim Wechseln von Leveln kann man dann die Child-Nodes des \"Welt\"-Nodes " +"austauschen. :ref:`Das manuelle Ändern von Szenen " +"` gibt dem Benutzer die volle Kontrolle über die " +"Übergänge seiner Spielwelt." msgid "" "The next step is to consider what gameplay systems one's project requires. " @@ -348,7 +351,7 @@ msgstr "" "ein Projekt erforderlich sind. Wenn man ein System hat, das ..." msgid "tracks all of its data internally" -msgstr "alle seine Daten intern verfolgt" +msgstr "alle seine Daten intern trackt" msgid "should be globally accessible" msgstr "global zugänglich sein sollte" @@ -360,7 +363,7 @@ msgid "" "... then one should create an :ref:`autoload 'singleton' node " "`." msgstr "" -"... dann sollte man einen :ref:`Autoload 'singleton'-Node " +"... dann sollte man einen :ref:`Autoload-'Singleton'-Node " "` erstellen." msgid "" @@ -371,10 +374,10 @@ msgid "" "\"World\" as the main game node." msgstr "" "Für kleinere Spiele wäre eine einfachere Alternative mit weniger Kontrolle " -"ein Singleton \"Game\", das einfach die Methode :ref:`SceneTree." +"ein Singleton namens \"Game\", das einfach die Methode :ref:`SceneTree." "change_scene_to_file() ` " "aufruft, um den Inhalt der Hauptszene auszutauschen. Diese Struktur behält " -"mehr oder weniger \"World\" als Haupt-Spiel-Node." +"mehr oder weniger \"Welt\" als Haupt-Spiel-Node." msgid "" "Any GUI would need to also be a singleton; be a transitory part of the " @@ -382,9 +385,9 @@ msgid "" "the GUI nodes would also delete themselves during scene transitions." msgstr "" "Jede GUI müsste ebenfalls ein Singleton sein, ein vorübergehender Teil der " -"\"Welt\" sein oder manuell als direktes Child dem Root hinzugefügt werden. " -"Andernfalls würden sich die GUI-Knoten bei Szenenübergängen auch selbst " -"löschen." +"\"Welt\" sein oder manuell als direkter Child-Node zum Root hinzugefügt " +"werden. Andernfalls würden sich die GUI-Nodes bei Szenenübergängen auch " +"selbst löschen." msgid "" "If one has systems that modify other systems' data, one should define those " @@ -392,11 +395,10 @@ msgid "" "on the reasons, please see the :ref:`Autoloads versus regular nodes " "` documentation." msgstr "" -"Wenn man Systeme hat, welche die Daten anderer Systeme ändern, sollte man " -"diese als eigene Skripte oder Szenen und nicht als Autoloads definieren. " -"Weitere Informationen zu den Gründen finden Sie in der Dokumentation :ref:" -"`Autoloads im Vergleich zu Internal Nodes " -"`." +"Wenn man Systeme hat, die Daten anderer Systeme ändern, sollte man diese als " +"eigene Skripte oder Szenen und nicht als Autoloads definieren. Weitere " +"Informationen zu den Gründen finden Sie in der Dokumentation :ref:`Autoloads " +"im Vergleich zu Internal Nodes `." msgid "" "Each subsystem within one's game should have its own section within the " @@ -407,12 +409,12 @@ msgid "" "relation." msgstr "" "Jedes Subsystem innerhalb eines Spiels sollte seinen eigenen Abschnitt " -"innerhalb des SceneTree haben. Man sollte Parent-Child-Beziehungen nur in " -"den Fällen verwenden, in denen die Nodes tatsächlich Elemente ihrer Parents " -"sind. Würde das Entfernen des Parents bedeuten, dass man sinnvollerweise " -"auch die untergeordneten Nodes entfernen sollte? Wenn nicht, dann sollten " -"sie ihren eigenen Platz in der Hierarchie als Nachbarn oder als eine andere " -"Beziehung haben." +"innerhalb des Szenenbaums haben. Man sollte Parent-Child-Beziehungen nur in " +"Fällen verwenden, in denen die Nodes tatsächlich Elemente ihrer Parent-Nodes " +"sind. Würde das Entfernen des Parent-Nodes bedeuten, dass man " +"sinnvollerweise auch die Child-Nodes entfernen sollte? Wenn nicht, dann " +"sollten sie ihren eigenen Platz in der Hierarchie als Nachbarn oder als eine " +"andere Beziehung haben." msgid "" "In some cases, one needs these separated nodes to *also* position themselves " @@ -424,12 +426,12 @@ msgid "" "the following:" msgstr "" "In manchen Fällen muss man diese getrennten Nodes *auch* relativ zueinander " -"positionieren. Zu diesem Zweck kann man die :ref:`RemoteTransform " +"positionieren. Zu diesem Zweck kann man die :ref:`RemoteTransform3D " "` / :ref:`RemoteTransform2D " "`-Nodes verwenden. Sie ermöglichen es einem Ziel-" -"Node, ausgewählte Transformationselemente von dem Remote-Node zu erben. Um " -"das ``Ziel`` :ref:`NodePath ` zuzuweisen, verwenden Sie eine " -"der folgenden Möglichkeiten:" +"Node, ausgewählte Transformationselemente von dem Remote\\*-Node zu erben. " +"Um den``Ziel``-:ref:`NodePath ` zuzuweisen, verwenden Sie " +"eine der folgenden Möglichkeiten:" msgid "" "A reliable third party, likely a parent node, to mediate the assignment." @@ -450,15 +452,15 @@ msgid "" "itself. For example..." msgstr "" "Wann sollte man das tun? Das ist subjektiv. Das Dilemma entsteht, wenn man " -"mikro-managen muss, wenn ein Node sich durch den SceneTree bewegen muss, um " -"sich selbst zu erhalten. Zum Beispiel..." +"kleinteilig organisieren muss, wann ein Node sich durch den Szenenbaum " +"bewegen muss, um sich selbst am Leben zu erhalten. Zum Beispiel..." msgid "Add a \"player\" node to a \"room\"." -msgstr "Fügen Sie einem \"Raum\" einen \"Spieler\"-Node hinzu." +msgstr "Fügen Sie einen \"Spieler\"-Node zu einem \"Raum\" hinzu." msgid "Need to change rooms, so one must delete the current room." msgstr "" -"Wenn Sie den Raum wechseln müssen, müssen Sie den aktuellen Raum löschen." +"Sie wollen den Raum wechseln, also müssen Sie den aktuellen Raum löschen." msgid "" "Before the room can be deleted, one must preserve and/or move the player." @@ -474,7 +476,7 @@ msgid "" "old one. No problem." msgstr "" "Falls nicht, kann man einfach die beiden Räume erstellen, den Spieler " -"bewegen und den alten löschen. Kein Problem." +"bewegen und den alten Raum löschen. Kein Problem." msgid "If so, one will need to..." msgstr "Falls doch, muss man..." @@ -503,9 +505,10 @@ msgstr "" "dem die Entwickler *wissen* müssen, dass sie den Spieler für das Projekt so " "handhaben müssen. Daher besteht die einzige Möglichkeit, diese Informationen " "in einem Team zuverlässig weiterzugeben darin, sie zu dokumentieren. Es ist " -"jedoch gefährlich, Implementierungsdetails in der Dokumentation zu behalten. " -"Dies ist eine Wartungslast, von der die Lesbarkeit des Codes beeinträchtigt " -"wird und die den intellektuellen Inhalt eines Projekts unnötig aufbläht." +"jedoch gefährlich, Implementierungsdetails in der Dokumentation zu " +"verwalten. Dies ist eine Wartungslast, von der die Lesbarkeit des Codes " +"beeinträchtigt wird und die den Wissensgehalt eines Projekts unnötig " +"aufbläht." msgid "" "In a more complex game with larger assets, it can be a better idea to simply " @@ -520,7 +523,7 @@ msgstr "Mehr Konsistenz." msgid "No \"special cases\" that must be documented and maintained somewhere." msgstr "" -"Keine \"Spezialfälle\", die weder dokumentiert irgendwo gepflegt werden " +"Keine \"Spezialfälle\", die weder dokumentiert noch irgendwo gepflegt werden " "müssen." msgid "" @@ -543,8 +546,8 @@ msgid "" "to their children." msgstr "" "Die **deklarative** Lösung: Setzen Sie einen :ref:`Node ` " -"dazwischen. Als Node ohne Transforms geben Nodes solche Informationen nicht " -"an ihre Kinder weiter." +"dazwischen. Als Node ohne Transformation geben Nodes solche Informationen " +"nicht an ihre Child-Nodes weiter." msgid "" "The **imperative** solution: Use the ``top_level`` property for the :ref:" @@ -580,12 +583,12 @@ msgid "" "they are dependent, then it stands to reason that they should be children of " "that parent (and likely part of that parent's scene if they aren't already)." msgstr "" -"Der Schlüssel zur Organisation der Szene liegt darin, den SceneTree in " +"Der Schlüssel zur Organisation der Szene liegt darin, den Szenenbaum in " "relationalen Begriffen und nicht in räumlichen Begriffen zu betrachten. Sind " -"die Nodes von der Existenz ihres Parent abhängig? Wenn nicht, dann können " -"sie ganz allein an anderer Stelle wachsen. Wenn sie abhängig sind, dann ist " -"es logisch, dass sie Unterelemente dieses Parent sein sollten (und " -"wahrscheinlich Teil der Szene dieses Parent, wenn sie es nicht schon sind)." +"die Nodes von der Existenz ihres Parent-Nodes abhängig? Wenn nicht, dann " +"können sie ganz allein an anderer Stelle gedeihen. Wenn sie abhängig sind, " +"dann ist es logisch, dass sie Child-Nodes dieses Parents sein sollten (und " +"wahrscheinlich Teil der Szene dieses Parents, wenn sie es nicht schon sind)." msgid "" "Does this mean nodes themselves are components? Not at all. Godot's node " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po index 89ee56faf3..3c7c81d7f0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -177,7 +177,7 @@ msgstr "" "(sowohl verfügbar machen von Namen als auch Zugriff zur Laufzeit)." msgid "Godot 3.1+ only." -msgstr "Nur Godot 3.1+." +msgstr "Nur in Godot 3.1+ verfügbar." msgid "" "The Editor scans project folders and registers any exposed names for all " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po index 5fa8288efc..f7b1e009f5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,13 +52,6 @@ msgstr "" msgid "Official Git plugin" msgstr "Offizielles Git-Plugin" -msgid "" -"As of July 2023, the Git plugin hasn't been updated to work with Godot 4.1 " -"and later yet." -msgstr "" -"Stand Juli 2023 wurde das Git-Plugin noch nicht aktualisiert, um Versionen " -"ab Godot 4.1 zu unterstützen." - msgid "" "Using Git from inside the editor is supported with an official plugin. You " "can find the latest releases on `GitHub \n" "Language-Team: LANGUAGE \n" @@ -25,8 +25,8 @@ msgid "" "scenes. Neither of these technically define classes under the hood." msgstr "" "Die Engine bietet im Wesentlichen zwei Wege zum Erstellen wiederverwendbarer " -"Objekte: Skripte und Szenen. Streng genommen definieren unter der Haube " -"keine von beiden Klassen." +"Objekte: Skripte und Szenen. Streng genommen werden keine von beiden intern " +"durch Klassen dargestellt." msgid "" "Still, many best practices using Godot involve applying object-oriented " @@ -42,8 +42,8 @@ msgid "" "This guide briefly explains how scripts and scenes work in the engine's core " "to help you understand how they work under the hood." msgstr "" -"In diesem Leitfaden wird kurz erläutert, wie Skripte und Szenen im Kern der " -"Engine funktionieren, damit Sie ein besseres Verständnis für deren " +"In dieser Anleitung wird kurz erläutert, wie Skripte und Szenen im Kern der " +"Engine funktionieren, damit Sie ein besseres Verständnis für ihre interne " "Funktionsweise erhalten." msgid "How scripts work in the engine" @@ -54,7 +54,8 @@ msgid "" "extend those to create derived types using a script." msgstr "" "Die Engine bietet Built-in-Klassen wie :ref:`Node `. Sie können " -"von diesen erben, um mithilfe eines Skripts abgeleitete Typen zu erstellen." +"diese erweitern (englisch: extend), um mithilfe eines Skripts abgeleitete " +"Typen zu erstellen." msgid "" "These scripts are not technically classes. Instead, they are resources that " @@ -63,18 +64,17 @@ msgid "" msgstr "" "Diese Skripte sind technisch gesehen keine Klassen. Stattdessen handelt es " "sich um Ressourcen, die der Engine eine Folge von Initialisierungen " -"mitteilen, die für eine der Built-in-Klassen der Engine ausgeführt werden " -"sollen." +"mitteilen, die dann auf einer der Built-in-Klassen ausgeführt werden sollen." msgid "" "Godot's internal classes have methods that register a class's data with a :" "ref:`ClassDB `. This database provides runtime access to " "class information. ``ClassDB`` contains information about classes like:" msgstr "" -"Die internen Klassen von Godot verfügen über Methoden, die Daten einer " -"Klasse mit einer :ref:`ClassDB ` registrieren. Diese " +"Die internen Klassen von Godot verfügen über Methoden, um die Daten einer " +"Klasse in einer :ref:`ClassDB ` zu registrieren. Diese " "Datenbank bietet zur Laufzeit Zugriff auf Klasseninformationen. ``ClassDB`` " -"enthält Informationen über Klassen wie:" +"enthält Informationen über Klassen, wie:" msgid "Properties." msgstr "Propertys." @@ -94,17 +94,17 @@ msgid "" "records and the object's base types' records to see if the object supports " "the operation." msgstr "" -"Diese ``ClassDB`` ist das, was Objekte überprüfen, wenn sie eine Operation " -"wie den Zugriff auf eine Property oder den Aufruf einer Methode durchführen. " -"Sie prüft die Datensätze der Datenbank und die Datensätze der Basistypen des " -"Objekts, um zu sehen, ob das Objekt die Operation unterstützt." +"In dieser ``ClassDB`` schauen Objekte nach, wenn sie eine Operation wie " +"einen Zugriff auf eine Property oder den Aufruf einer Methode durchführen. " +"Hier werden die Datensätze der Datenbank und die Datensätze der Basistypen " +"des Objekts geprüft, um zu sehen, ob das Objekt die Operation unterstützt." msgid "" "Attaching a :ref:`Script ` to your object extends the methods, " "properties, and signals available from the ``ClassDB``." msgstr "" -"Das Anhängen eines :ref:`Scripts ` an Ihr Objekt erweitert die " -"Methoden, Propertys und Signale, die von der ``ClassDB`` zur Verfügung " +"Das Anhängen eines :ref:`Skripts ` an Ihr Objekt erweitert die " +"Methoden, Propertys und Signale, die über die ``ClassDB`` zur Verfügung " "stehen." msgid "" @@ -115,10 +115,10 @@ msgid "" "`." msgstr "" "Auch Skripte, die das Schlüsselwort ``extends`` nicht verwenden, erben " -"implizit von der Basisklasse :ref:`RefCounted ` der " -"Engine. Infolgedessen können Skripte ohne das Schlüsselwort ``extends`` im " -"Code instanziiert werden. Da sie jedoch von ``RefCounted`` erben, kann man " -"sie nicht an einen :ref:`Node ` anhängen." +"implizit von der Engine-Basisklasse :ref:`RefCounted `. " +"Deshalb können Sie Skripte ohne das Schlüsselwort ``extends`` im Code " +"instanziieren. Da sie jedoch ``RefCounted`` erweitern, können Sie sie nicht " +"an einen :ref:`Node ` anhängen." msgid "Scenes" msgstr "Szenen" @@ -132,8 +132,8 @@ msgstr "" "Das Verhalten von Szenen hat viele Ähnlichkeiten mit Klassen, so dass es " "sinnvoll sein kann, sich eine Szene als Klasse vorzustellen. Szenen sind " "wiederverwendbare, instanziierbare und vererbbare Gruppen von Nodes. Das " -"Erzeugen einer Szene ist vergleichbar mit einem Skript, welches Nodes " -"erzeugt und sie mit ``add_child()`` als Child hinzufügt." +"Erzeugen einer Szene ist vergleichbar mit einem Skript, das Nodes erzeugt " +"und sie mit ``add_child()`` als Child-Nodes hinzufügt." msgid "" "We often pair a scene with a scripted root node that makes use of the " @@ -141,8 +141,8 @@ msgid "" "through imperative code." msgstr "" "Wir koppeln häufig eine Szene mit einem geskripteten Root-Node, der die " -"Nodes der Szene verwendet. Daher ist die Szene häufig eine Erweiterung des " -"deklarativen Codes des Skripts." +"Nodes der Szene verwendet. Somit erweitert das Skript die Szene, indem es " +"neues Verhalten über imperativen Code hinzufügt." msgid "The content of a scene helps to define:" msgstr "Der Inhalt einer Szene hilft, zu definieren:" @@ -175,14 +175,14 @@ msgid "" "so you can interpret it as part of a class." msgstr "" "Die Szene ist *immer eine Erweiterung des Skripts, das dem Root-Node " -"angehängt ist*, sodass Sie sie als Teil einer Klasse interpretieren können." +"angehängt ist*, also können Sie sie als Teil einer Klasse ansehen." msgid "" "Most of the techniques explained in this best practices series build on this " "point." msgstr "" -"Die meisten der in dieser \"bewährte Praktiken\"-Reihe erläuterten Techniken " -"bauen auf diesem Punkt auf." +"Die meisten der Konzepte in dieser \"bewährte Praktiken\"-Artikelreihe bauen " +"auf diesem Punkt auf." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po index e57d50c354..aae5c811ee 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -761,14 +761,17 @@ msgstr "" "Arbeitsverzeichnis ist, müssen Sie möglicherweise den Pfad zu Ihrem Projekt " "festlegen, damit einer der folgenden Befehle korrekt funktioniert." +#, fuzzy msgid "" -"This can be done by giving the path to the ``project.godot`` file of your " -"project as either the first argument, like this:" +"When running the editor, this can be done by giving the path to the " +"``project.godot`` file of your project as either the first argument, like " +"this:" msgstr "" "Hierzu kann der Pfad in der ``project.godot``-Datei des Projekts entweder " "wie folgt als erstes Argument eingetragen werden:" -msgid "Or by using the ``--path`` argument:" +#, fuzzy +msgid "For all commands, this can be done by using the ``--path`` argument:" msgstr "Oder durch Nutzen des ``--path``-Arguments:" msgid "" @@ -778,6 +781,17 @@ msgstr "" "Zum Beispiel, der vollständige Befehl zum exportieren Ihres Spiels (wie " "unten beschrieben) sieht in etwa so aus:" +msgid "" +"When starting from a subdirectory of your project, use the ``--upwards`` " +"argument for Godot to automatically find the ``project.godot`` file by " +"recursively searching the parent directories." +msgstr "" + +msgid "" +"For example, running a scene (as explained below) nested in a subdirectory " +"might look like this when your working directory is in the same path:" +msgstr "" + msgid "Creating a project" msgstr "Projekt erzeugen" @@ -795,16 +809,23 @@ msgstr "Das Projekt kann nun mit Godot geöffnet werden." msgid "Running the editor" msgstr "Editor starten" +#, fuzzy msgid "" "Running the editor is done by executing Godot with the ``-e`` flag. This " -"must be done from within the project directory or a subdirectory, otherwise " -"the command is ignored and the Project Manager appears." +"must be done from within the project directory or by setting the project " +"path as explained above, otherwise the command is ignored and the Project " +"Manager appears." msgstr "" "Die Ausführung des Editors erfolgt durch die Ausführung von Godot mit dem " "Flag ``-e``. Dies muss innerhalb des Projektverzeichnisses oder eines " "Unterverzeichnisses geschehen, andernfalls wird der Befehl ignoriert und der " "Projektmanager erscheint." +msgid "" +"When passing in the full path to the ``project.godot`` file, the ``-e`` flag " +"may be omitted." +msgstr "" + msgid "" "If a scene has been created and saved, it can be edited later by running the " "same code with that scene as argument." @@ -828,13 +849,19 @@ msgstr "" msgid "Running the game" msgstr "Spiel starten" +#, fuzzy msgid "" -"To run the game, simply execute Godot within the project directory or " -"subdirectory." +"To run the game, execute Godot within the project directory or with the " +"project path as explained above." msgstr "" "Um das Spiel zu starten, führen Sie einfach Godot im Projektverzeichnis oder " "einem Unterverzeichnis aus." +msgid "" +"Note that passing in the ``project.godot`` file will always run the editor " +"instead of running the game." +msgstr "" + msgid "" "When a specific scene needs to be tested, pass that scene to the command " "line." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po index 63c45b0464..6c77a86841 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po index 1663e2cff3..6ebba74bf1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1114,9 +1114,8 @@ msgstr "Zeile ein-/ausklappen" msgid ":kbd:`Alt + F`" msgstr ":kbd:`Alt + F`" -#, fuzzy msgid ":kbd:`Ctrl + Cmd + F`" -msgstr ":kbd:`Ctrl + Cmd + J`" +msgstr ":kbd:`Ctrl + Cmd + F`" msgid "``script_text_editor/toggle_fold_line``" msgstr "``script_text_editor/toggle_fold_line``" @@ -1647,7 +1646,7 @@ msgid "``filesystem_dock/copy_path``" msgstr "``filesystem_dock/copy_path``" msgid "Duplicate" -msgstr "Duplizieren" +msgstr "Duplicate" msgid "``filesystem_dock/duplicate``" msgstr "``filesystem_dock/duplicate``" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po index 926f80dbcf..5984490542 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po index 2177677f74..44d67ad3a6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po index fe8df01cfd..876cb02f15 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po index b2c47335a0..19952d2872 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po index 0d23a304df..2027a72d54 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po index e845b0abe2..7b9d50c160 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -52,8 +52,8 @@ msgid "" "Run/Main Scene` property and click on it to select 'hello.tscn'." msgstr "" "Sobald das Fenster geöffnet ist, wählen wir eine Hauptszene aus. Suchen Sie " -"die Property \"Anwendung/Ausführen/Hauptszene\" und klicken Sie darauf, um " -"\"hello.tscn\" auszuwählen." +"die Property `Anwendung/Ausführen/Hauptszene` und klicken Sie darauf, um " +"'hello.tscn' auszuwählen." msgid "" "The project settings dialog provides a lot of options that can be saved to a " diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po index 37cdd05be3..1adb5061fd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po index 1993e384b0..594c2910fe 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po index 7d7d280cf3..53d976dd67 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,49 +20,45 @@ msgstr "" msgid "Gradle builds for Android" msgstr "Gradle-Builds für Android" -#, fuzzy msgid "" "Godot provides the option to build using the gradle buildsystem. Instead of " "using the already pre-built template that ships with Godot, an Android Java " "project gets installed into your project folder. Godot will then build it " "and use it as an export template every time you export the project." msgstr "" -"Godot bietet die Möglichkeit, benutzerdefinierte Android-Vorlagen zu " -"verwenden. Anstatt die bereits vorgefertigte Vorlage zu verwenden, die im " -"Lieferumfang von Godot enthalten ist, wird ein aktuelles Android Java-" -"Projekt in Ihrem Projektordner installiert. Godot erstellt es dann und " -"verwendet es jedes Mal als Exportvorlage, wenn Sie das Projekt exportieren." +"Godot bietet die Möglichkeit, mit dem Gradle-Buildsystem zu bauen. Anstatt " +"die bereits vorgefertigte Vorlage zu verwenden, die mit Godot geliefert " +"wird, wird ein Android-Java-Projekt in Ihrem Projektordner installiert. " +"Godot baut es dann und verwendet es als Exportvorlage, wenn Sie das Projekt " +"exportieren." msgid "There are some reasons why you may want to do this:" msgstr "Es gibt einige Gründe, warum Sie dies vielleicht tun möchten:" msgid "Modify the project before it's built." -msgstr "Ändern Sie das Projekt, bevor es erstellt wird." +msgstr "Ändern des Projekts, bevor es erstellt wird." msgid "Add external SDKs that build with your project." -msgstr "Füge externe SDKs die mit Ihrem Projekt verarbeitet werden." +msgstr "Externe SDKs hinzufügen, die mit Ihrem Projekt verarbeitet werden." -#, fuzzy msgid "" "Configuring the gradle build is a fairly straightforward process. But first " "you need to follow the steps in :ref:`exporting for " "android` up to **Setting it up in Godot**. After " "doing that, follow the steps below." msgstr "" -"Den benutzerdefinierten Build zu konfigurieren ist ein ziemlich " -"unkomplizierter Prozess. Zuerst müssen jedoch Sie die Schritte in :ref:" -"`Exportieren für Android` bis zum **Einrichten in " -"Godot** befolgt werden. Nachdem Sie das getan haben, fahren Sie den " -"folgenden Schritten fort." +"Die Konfiguration des Gradle-Builds ist ein ziemlich geradliniger Prozess. " +"Aber zuerst müssen Sie die Schritte in :ref:`exporting for " +"android` bis zu **Einrichtung in Godot** " +"befolgen. Danach führen Sie die folgenden Schritte aus." -#, fuzzy msgid "Set up the gradle build environment" -msgstr "Einrichten der benutzerdefinierten Buildumgebung" +msgstr "Einrichten der Gradle-Build-Umgebung" -#, fuzzy msgid "Go to the Project menu, and install the *Gradle Build* template:" msgstr "" -"Gehen Sie zum Projekt-Menü und installieren Sie die Vorlage *Custom Build*:" +"Rufen Sie das Menü Projekt auf und installieren Sie die Vorlage *Gradle " +"Build*:" msgid "" "Make sure export templates are downloaded. If not, this menu will help you " @@ -71,36 +67,32 @@ msgstr "" "Stellen Sie sicher, dass Exportvorlagen heruntergeladen werden. Falls nicht, " "hilft Ihnen dieses Menü beim Herunterladen." -#, fuzzy msgid "" "A Gradle-based Android project will be created under ``res://android/" "build``. Editing these files is not needed unless you really need to modify " "the project." msgstr "" "Ein Gradle-basiertes Android-Projekt wird unter ``res://android/build`` " -"erstellt. Eine Bearbeitung dieser Dateien ist nicht notwendig, es sei denn, " -"Sie wollen :ref:`Ihre eigenen Add-ons erstellen`, oder " -"Sie müssen das Projekt wirklich modifizieren." +"erstellt. Es ist nicht notwendig, diese Dateien zu bearbeiten, es sei denn, " +"Sie müssen das Projekt wirklich ändern." -#, fuzzy msgid "Enabling the gradle build and exporting" -msgstr "Aktivieren der benutzerdefinierten Builds und Exports" +msgstr "Aktivieren des Gradle-Builds und Exportieren" -#, fuzzy msgid "" "When setting up the Android project in the **Project > Export** dialog, " "**Gradle Build** needs to be enabled:" msgstr "" -"Wenn Sie das Android-Projekt im Dialogfeld **Projekt > Exportieren** " -"einrichten, muss **Custom Build** aktiviert sein:" +"Beim Einrichten des Android-Projekts im Dialog **Projekt > Export** muss " +"**Gradle Build** aktiviert sein:" msgid "" "From now on, attempting to export the project or one-click deploy will call " "the `Gradle `__ build system to generate fresh " "templates (this window will appear every time):" msgstr "" -"Von nun an wird bei dem Versuch das Projekt zu exportieren oder mit einem " -"Klick bereitzustellen, das `Gradle `__ Buildsystem " +"Von nun an wird bei dem Versuch das Projekt zu exportieren oder Ein-Klick-" +"Ausliefern auszuführen, das `Gradle `__-Buildsystem " "aufgerufen, um neue Vorlagen zu generieren (dieses Fenster erscheint jedes " "Mal):" @@ -117,11 +109,17 @@ msgid "" "generated APK. This does not apply to assets whose *file* name begins with " "an underscore." msgstr "" +"Bei Verwendung des Gradle Android-Build-Systems werden Assets, die sich in " +"einem Ordner befinden, dessen Name mit einem Unterstrich beginnt, nicht in " +"das generierte APK aufgenommen. Dies gilt nicht für Assets, deren " +"*Dateiname* mit einem Unterstrich beginnt." msgid "" "For example, ``_example/image.png`` will **not** be included as an asset, " "but ``_image.png`` will." msgstr "" +"Zum Beispiel wird ``_example/image.png`` **nicht** als Asset aufgenommen, " +"aber ``_image.png`` schon." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po index f61ce4f21a..c5459eaa4d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -18,20 +18,20 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Changing application icon for Windows" -msgstr "Anwendungssymbol für Windows ändern" +msgstr "Anwendungs-Icon für Windows ändern" msgid "" "By default, the exported project's icon will be the Godot icon. You will " "most likely want to change that for your project. There are two types of " "icons that can be changed on Windows: the file icon and the taskbar icon." msgstr "" -"Standardmäßig ist das Symbol des exportierten Projekts das Godot-Symbol. Sie " +"Standardmäßig ist das Icon des exportierten Projekts das Godot-Icon. Sie " "werden das höchstwahrscheinlich für Ihr Projekt ändern wollen. Es gibt zwei " -"Arten von Symbolen, die unter Windows geändert werden können: das " -"Dateisymbol und das Taskleistensymbol." +"Arten von Icons, die unter Windows geändert werden können: das Datei-Icon " +"und das Taskleisten-Icon." msgid "Creating an ICO file" -msgstr "Erstellen einer ICO Datei" +msgstr "Erstellen einer ICO-Datei" msgid "" "Windows does not use formats such as png or jpg for application icons. " @@ -39,16 +39,16 @@ msgid "" "application icon in any program but you will have to convert it to an ICO " "file using a program such as GIMP." msgstr "" -"Windows benutzt keine Formate wie png oder jpg für Applikationssymbole. " +"Windows benutzt keine Formate wie png oder jpg für Applikations-Icons. " "Stattdessen benutzt es ein windows-spezifisches Format namens ICO. Sie " -"können das Applikationssymbol in jedem Programm erstellen, aber es muss mit " +"können das Applikations-Icon in jedem Programm erstellen, aber es muss mit " "einem Programm wie GIMP in eine ICO-Datei konvertiert werden." msgid "" "`This video tutorial `_ goes " "over how to export an ICO file with GIMP." msgstr "" -"In dieser Video-Anleitung `_ " +"`In dieser Video-Anleitung `_ " "erfahren Sie, wie Sie eine ICO-Datei mit GIMP exportieren können." msgid "" @@ -63,6 +63,9 @@ msgid "" "Depending on which version of ImageMagick you installed, you might need to " "leave out the ``magick`` and run this command instead:" msgstr "" +"Abhängig davon, welche Version von ImageMagick Sie installiert haben, müssen " +"Sie eventuell das ``magick`` weglassen und stattdessen diesen Befehl " +"ausführen:" msgid "" "For the ICO file to effectively replace the default Godot icon, it must " @@ -71,23 +74,23 @@ msgid "" "sizes, the default Godot icon will be kept for the sizes that weren't " "overridden." msgstr "" -"Damit die ICO-Datei das Standard-Godot-Symbol vollständig ersetzen kann, " -"muss sie *alle* die Größen enthalten, die im Standard-Godot-Symbol enthalten " -"sind: 16×16, 32×32, 48×48, 64×64, 128×128, 256×256. Wenn die ICO-Datei nicht " -"alle Größen enthält, wird das Standard-Godot-Symbol für die Größen " -"beibehalten, die nicht überschrieben wurden." +"Damit die ICO-Datei das Default-Godot-Icon vollständig ersetzen kann, muss " +"sie *alle* die Größen enthalten, die im Default-Godot-Icon enthalten sind: " +"16×16, 32×32, 48×48, 64×64, 128×128, 256×256. Wenn die ICO-Datei nicht alle " +"Größen enthält, wird das Default-Godot-Icon für die Größen beibehalten, die " +"nicht überschrieben wurden." msgid "The above ImageMagick command takes this into account." msgstr "Der obige ImageMagick-Befehl berücksichtigt dies." msgid "Changing the taskbar icon" -msgstr "Ändern des Taskleistensymbols" +msgstr "Ändern des Taskleisten-Icons" msgid "" "The taskbar icon is the icon that shows up on the taskbar when your project " "is running." msgstr "" -"Das Taskleistensymbol ist das Symbol, das in der Taskleiste angezeigt wird, " +"Das Taskleisten-Icon ist das Icon, das in der Taskleiste angezeigt wird, " "wenn Ihr Projekt ausgeführt wird." msgid "" @@ -95,27 +98,31 @@ msgid "" "→ Config → Windows Native Icon**. Click on the folder icon and select your " "ICO file." msgstr "" -"Um das Taskleistensymbol zu ändern, gehen Sie zu **Projekt → " -"Projekteinstellungen → Anwendung → Konfiguration → WindowsSymbol**. Klicken " -"Sie auf das Ordnersymbol und wählen Sie das gewünschte Symbol aus." +"Um das Taskleisten-Icon zu ändern, gehen Sie zu **Projekt → " +"Projekteinstellungen → Anwendung → Konfiguration → Natives Windows-Icon**. " +"Klicken Sie auf das Ordner-Icon und wählen Sie das gewünschte Icon aus." msgid "" "This setting only changes the icon for your exported game on Windows. To set " "the icon for macOS, use ``Macos Native Icon``. And for any other platform, " "use the ``Icon`` setting." msgstr "" -"Diese Einstellung ändert nur das Symbol für Ihr exportiertes Spiel unter " -"Windows. Um das Symbol für MacOS einzustellen, verwenden Sie ``Macos Native " +"Diese Einstellung ändert nur das Icon für Ihr exportiertes Spiel unter " +"Windows. Um das Icon für MacOS einzustellen, verwenden Sie ``Natives Macos-" "Icon``. Und für jede andere Plattform verwenden Sie die Einstellung ``Icon``." msgid "Changing the file icon" -msgstr "Ändern des Dateisymbols" +msgstr "Ändern des Datei-Icons" msgid "" "In Godot 3.5 and later, you can change the file icon without external tools " "using `godoticon `__. Changing the " "file icon this way should work for executables containing an embedded PCK." msgstr "" +"In Godot 3.5 und höher können Sie das Datei-Icon ohne externe Werkzeuge mit " +"`godoticon `__ ändern. Das Ändern " +"des Datei-Icons auf diese Weise sollte für ausführbare Dateien " +"funktionieren, die ein eingebettetes PCK enthalten." msgid "" "There are `known issues `__ beim Ändern des Anwendungssymbols in ausführbaren Dateien, " +"issues/33466>`__ beim Ändern des Anwendungs-Icons in ausführbaren Dateien, " "die eine PCK-Datei einbetten. Es wird empfohlen, die Verwendung von rcedit " -"vorerst zu vermeiden, wenn Sie sich dafür entscheiden, die Option **Embed " -"Pck** für Ihre Windows-Exportvoreinstellung im Dialogfeld Export zu " -"aktivieren." +"vorerst zu vermeiden, wenn Sie sich dafür entscheiden, die Option **Pck " +"Einbetten** für Ihr Windows-Exportprofil im Export-Dialog zu aktivieren." msgid "" "The file icon is the icon of the executable that you click on to start the " "project." msgstr "" -"Das Dateisymbol ist das Symbol der ausführbaren Datei, auf die Sie klicken, " -"um das Projekt zu starten." +"Das Datei-Icon ist das Icon der ausführbaren Datei, auf die Sie klicken, um " +"das Projekt zu starten." msgid "" "Before selecting it in the export options, you will need to install an extra " @@ -155,9 +161,9 @@ msgid "" msgstr "" "Nach dem Herunterladen müssen Sie Godot den Pfad zur ausführbaren rcedit-" "Datei auf Ihrem Computer mitteilen. Gehen Sie zu **Editor → " -"Editoreinstellungen → Exportieren → Windows**. Klicken Sie auf das " -"Ordnersymbol für den Eintrag **rcedit**. Navigieren Sie zu der ausführbaren " -"Datei rcedit und wählen Sie diese aus." +"Editoreinstellungen → Exportieren → Windows**. Klicken Sie auf das Ordner-" +"Icon für den Eintrag **rcedit**. Navigieren Sie zu der ausführbaren Datei " +"rcedit und wählen Sie diese aus." msgid "" "Linux and macOS users will also need to install `WINE `__ with your own " "ICO file *before* compiling export templates." msgstr "" -"Wenn rcedit das Symbol nicht ändert, können Sie stattdessen :ref:`Ihre " -"eigenen Windows-Exportvorlagen mit geändertem Symbol kompilieren " +"Wenn rcedit das Icon nicht ändert, können Sie stattdessen :ref:`Ihre eigenen " +"Windows-Exportvorlagen mit geändertem Icon kompilieren " "`. Ersetzen Sie dazu `platform/windows/godot.ico " "` __ durch Ihre eigene ICO-Datei, *bevor* Sie die Exportvorlagen " @@ -214,11 +229,11 @@ msgid "" "templates in your project's Windows export preset." msgstr "" "Sobald dies geschehen ist, können Sie Ihre Exportvorlagen als " -"benutzerdefinierte Exportvorlagen in der Windows-Exportvoreinstellung Ihres " +"benutzerdefinierte Exportvorlagen in der Windows-Exportvorgabe Ihres " "Projekts angeben." msgid "Testing the result" -msgstr "Ergebnis testen" +msgstr "Testen des Ergebnisses" msgid "" "You can now export the project. If it worked correctly, you should see this:" @@ -231,9 +246,9 @@ msgid "" "cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -" "ClearIconCache`` or ``ie4uinit.exe -show``." msgstr "" -"Wenn Ihr Symbol nicht richtig angezeigt wird, versuchen Sie unter Windows " -"10, den Symbol-Cache zu leeren. Öffnen Sie dazu den **Ausführen**-Dialog und " -"geben Sie ``ie4uinit.exe -ClearIconCache`` oder ``ie4uinit.exe -show`` ein." +"Wenn Ihr Icon nicht richtig angezeigt wird, versuchen Sie unter Windows 10, " +"den Icon-Cache zu leeren. Öffnen Sie dazu den **Ausführen**-Dialog und geben " +"Sie ``ie4uinit.exe -ClearIconCache`` oder ``ie4uinit.exe -show`` ein." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po index 025973635c..d4c96b0fd2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,6 +25,9 @@ msgid "" "looking to compile export template binaries from source instead, read :ref:" "`doc_compiling_for_android`." msgstr "" +"Diese Seite beschreibt, wie man ein Godot-Projekt nach Android exportiert. " +"Wenn Sie stattdessen Exportvorlagen-Binärdateien aus dem Quellcode " +"kompilieren möchten, lesen Sie :ref:`doc_compiling_for_android`." msgid "" "Exporting for Android has fewer requirements than compiling Godot for " @@ -40,18 +43,19 @@ msgid "" "support is experimental and :ref:`some limitations apply " "`." msgstr "" +"In C# geschriebene Projekte können ab Godot 4.2 nach Android exportiert " +"werden, aber die Unterstützung ist experimentell und :ref:`Es gelten einige " +"Einschränkungen `." -#, fuzzy msgid "Install OpenJDK 17" -msgstr "OpenJDK 8 installieren" +msgstr "OpenJDK 17 installieren" -#, fuzzy msgid "" "Download and install `OpenJDK 17 `__." msgstr "" -"Laden Sie `OpenJDK 8 `__ herunter und installieren Sie es." +"Laden Sie `OpenJDK 17 `__ herunter und installieren Sie es." msgid "Download the Android SDK" msgstr "Android-SDK herunterladen" @@ -59,13 +63,12 @@ msgstr "Android-SDK herunterladen" msgid "Download and install the Android SDK." msgstr "Laden Sie das Android SDK herunter und installieren Sie es." -#, fuzzy msgid "" "You can install the Android SDK using `Android Studio version 4.1 or later " "`__." msgstr "" -"Sie können es mit `Android Studio Version 4.1 oder höher `__ installieren." +"Sie können das Android SDK mit `Android Studio Version 4.1 oder höher " +"`__ installieren." msgid "" "Run it once to complete the SDK setup using these `instructions `__." +"`__." msgstr "" -"Sie können es mit den `Kommandozeilenwerkzeug `__ installieren." +"Alternativ können Sie das Android-SDK auch mit den `Kommandozeilen-Tools " +"`__ installieren." msgid "" "Once the command line tools are installed, run the `sdkmanager `__ command to complete " "the setup process:" msgstr "" -"Führen Sie nach der Installation des Kommandozeilenwerkzeugs den Befehl " +"Führen Sie nach der Installation des Kommandozeilen-Tools den Befehl " "`sdkmanager ` " "__ aus, um den Installationsvorgang abzuschließen:" @@ -124,8 +125,7 @@ msgid "" "distribution's repositories as it will often be outdated**." msgstr "" "Wenn Sie Linux verwenden, **verwenden Sie kein Android-SDK, das in den " -"Repositories Ihrer Distribution bereitgestellt wird, da es oft veraltet " -"ist**." +"Repositorys Ihrer Distribution bereitgestellt wird, da es oft veraltet ist**." msgid "Create a debug.keystore" msgstr "Erstellen eines Debug-Keystore" @@ -149,9 +149,8 @@ msgid "" "JDK can be used for this purpose::" msgstr "" "Wenn Sie diese nicht finden können oder eine solche generieren müssen, kann " -"der Befehl keytool aus dem JDK dafür verwendet werden:" +"der Befehl keytool aus dem JDK dafür verwendet werden::" -#, fuzzy msgid "" "This will create a ``debug.keystore`` file in your current directory. You " "should move it to a memorable location such as ``%USERPROFILE%\\." @@ -159,18 +158,22 @@ msgid "" "information on ``keytool`` usage, see `this Q&A article `__." msgstr "" -"Dies wird eine ``debug.keystore`` Datei in deinem aktuellen Verzeichnis " -"erzeugen. Sie sollten sie an einen einprägsamen Ort wie z.B. ``%USERPROFILE%" -"\\.android\\`` verschieben, da Sie ihren Speicherort in einem späteren " -"Schritt benötigen werden. Weitere Informationen über die Verwendung von " -"``keytool`` finden Sie in `diesem Q&A-Artikel `__." +"Dadurch wird eine Datei ``debug.keystore`` in Ihrem aktuellen Verzeichnis " +"erstellt. Sie sollten diese Datei an einen einprägsamen Ort wie z.B. " +"``%USERPROFILE%\\.android\\`` verschieben, da Sie diesen Ort in einem " +"späteren Schritt benötigen werden. Weitere Informationen über die Verwendung " +"von ``keytool`` finden Sie in `diesem Q&A Artikel `__." msgid "" "It is important that the password is the same for the keystore and the key. " "This is a `known Android studio issue `__ that also affects Godot projects." msgstr "" +"Es ist wichtig, dass das Passwort für den Keystore und den Schlüssel gleich " +"ist. Dies ist ein `bekanntes Android-Studio-Problem `__, das auch Godot-" +"Projekte betrifft." msgid "Setting it up in Godot" msgstr "Einrichtung in Godot" @@ -218,7 +221,7 @@ msgid "" msgstr "" "Wird die Fehlermeldung *\"Could not install to device\"* angezeigt, sollte " "sichergestellt werden, dass nicht bereits eine andere Applikation mit dem " -"selben Android Package Namen auf dem Gerät installiert, aber mit einem " +"selben Android Package-Namen auf dem Gerät installiert, aber mit einem " "anderen Schlüssel signiert ist." msgid "" @@ -233,7 +236,7 @@ msgstr "" "exportiert werden kann." msgid "Providing launcher icons" -msgstr "Bereitstellung von Startsymbolen" +msgstr "Bereitstellung von Launcher-Icons" msgid "" "Launcher icons are used by Android launcher apps to represent your " @@ -241,21 +244,21 @@ msgid "" "``xxxhdpi`` density screens) and will automatically generate lower-" "resolution variants." msgstr "" -"Startsymbole werden von Android Launcher-Apps verwendet, um Ihre Anwendung " +"Launcher-Icons werden von Android Launcher-Apps verwendet, um Ihre Anwendung " "den Benutzern zu präsentieren. Godot benötigt nur hochauflösende Icons (für " -"Bildschirme mit ``xxxhdpi`` Dichte) und generiert automatisch Varianten mit " +"Bildschirme mit ``xxxhdpi``-Dichte) und generiert automatisch Varianten mit " "niedrigerer Auflösung." msgid "There are two types of icons required by Godot:" -msgstr "Godot benötigt zwei Arten von Symbolen:" +msgstr "Godot benötigt zwei Arten von Icons:" msgid "" "**Main Icon:** The \"classic\" icon. This will be used on all Android " "versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -"**Hauptsymbol:** Das \"klassische\" Symbol. Dies wird exklusiv für alle " -"Android-Versionen bis Android 8 (Oreo) verwendet. Es muss mindestens " -"192 × 192 px groß sein." +"**Haupt-Icon:** Das \"klassische\" Symbol. Dies wird exklusiv für alle " +"Android-Versionen bis Android 8 (Oreo) verwendet. Es muss mindestens 192×192 " +"px groß sein." msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " @@ -265,12 +268,12 @@ msgid "" "launcher application will control the icon's animation and masking. Must be " "at least 432×432 px." msgstr "" -"** Adaptive Icons: ** Ab (einschließlich) Android 8 wurden `Adaptive Symbole " +"** Adaptive Icons: ** Ab (einschließlich) Android 8 wurden `Adaptive Icons " "` _ eingeführt. Anwendungen müssen separate " -"Hintergrund- und Vordergrundsymbole enthalten, um ein natives Aussehen zu " +"Hintergrund- und Vordergrund-Icons enthalten, um ein natives Aussehen zu " "erhalten. Die Launcher-Anwendung des Benutzers steuert die Animation und " -"Maskierung des Symbols. Es muss mindestens 432 × 432 px groß sein." +"Maskierung des Icons. Es muss mindestens 432×432 px groß sein." msgid "" "It's important to adhere to some rules when designing adaptive icons. " @@ -278,56 +281,55 @@ msgid "" "designing-adaptive-icons-515af294c783>`_ that helps to understand those " "rules and some of the capabilities of adaptive icons." msgstr "" -"Es ist wichtig, beim Entwerfen adaptiver Symbole einige Regeln einzuhalten. " +"Es ist wichtig, beim Entwerfen adaptiver Icons einige Regeln einzuhalten. " "`Google Design hat einen schönen Artikel `_ bereitgestellt, der hilft, diese " -"Regeln und einige der Funktionen adaptiver Symbole zu verstehen." +"Regeln und einige der Funktionen adaptiver Icons zu verstehen." msgid "" "The most important adaptive icon design rule is to have your icon critical " "elements inside the safe zone: a centered circle with a diameter of 66dp " "(264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -"Die wichtigste Regel für das adaptive Symboldesign besteht darin, dass sich " -"Ihre Symbol-kritischen Elemente in der sicheren Zone befinden: ein " -"zentrierter Kreis mit einem Durchmesser von 66 dp (264 Pixel auf " -"``xxxhdpi``), um zu vermeiden, dass er vom Launcher abgeschnitten wird." +"Die wichtigste Regel für das Design adaptiver Icons besteht darin, dass sich " +"Ihre Icon-kritischen Elemente in der sicheren Zone befinden: ein zentrierter " +"Kreis mit einem Durchmesser von 66 dp (264 Pixel auf ``xxxhdpi``), um zu " +"vermeiden, dass er vom Launcher abgeschnitten wird." msgid "" "If you don't provide some of the requested icons, Godot will replace them " "using a fallback chain, trying the next in line when the current one fails:" msgstr "" -"Wenn Sie einige der angeforderten Symbole nicht bereitstellen, ersetzt Godot " -"sie durch eine Reihe von Alternativen und versucht das nächste Symbol in der " +"Wenn Sie einige der angeforderten Icons nicht bereitstellen, ersetzt Godot " +"sie durch eine Reihe von Alternativen und versucht das nächste Icon in der " "Reihe, wenn das Aktuelle fehlschlägt:" msgid "" "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -"**Hauptsymbol:** Mitgeliefertes Hauptsymbol -> Projektsymbol -> Standard " -"Godot-Hauptsymbol." +"**Haupt-Icon:** Mitgeliefertes Haupt-Icon -> Projekt-Icon -> Default-Godot-" +"Haupt-Icon." msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -"**Adaptiver Symbol-Vordergrund:** Mitgeliefertes Vordergrundsymbol -> " -"Mitgeliefertes Hauptsymbol -> Projektsymbol -> Standard-Godot-" -"Vordergrundsymbol." +"**Adaptiver Icon-Vordergrund:** Mitgeliefertes Vordergrund-Icon -> " +"Mitgeliefertes Haupt-Icon -> Projekt-Icon -> Default-Godot-Vordergrund-Icon." msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -"**Adaptiver Symbol-Hintergrund:** Mitgeliefertes Hintergrundsymbol -> " -"Standard-Godot-Hintergrundsymbol." +"**Adaptiver Icon-Hintergrund:** Mitgeliefertes Hintergrund-Icon -> Default-" +"Godot-Hintergrund-Icon." msgid "" "It's highly recommended to provide all the requested icons with their " "specified resolutions. This way, your application will look great on all " "Android devices and versions." msgstr "" -"Es wird dringend empfohlen, alle angeforderten Symbole mit ihren angegebenen " +"Es wird dringend empfohlen, alle angeforderten Icons mit ihren angegebenen " "Auflösungen bereitzustellen. Auf diese Weise wird Ihre Anwendung auf allen " "Android-Geräten und -Versionen gut aussehen." @@ -356,15 +358,14 @@ msgstr "" msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -"Füllen Sie nun die folgenden Formulare in Ihren Android-" -"Exportvoreinstellungen aus:" +"Füllen Sie nun die folgenden Formulare in Ihrem Android-Export-Profil aus:" msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" "**Release:** Geben Sie den Pfad zu der gerade generierten Keystore-Datei ein." msgid "**Release User:** Replace with the key alias." -msgstr "**Release User:** Durch den Schlüssel-Alias ersetzen." +msgstr "**Release User:** Ersetzen durch den Schlüssel-Alias." msgid "" "**Release Password:** Key password. Note that the keystore password and the " @@ -376,8 +377,8 @@ msgstr "" msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -"Vergessen Sie nicht, beim Exportieren das Kontrollkästchen **Exportieren mit " -"Debug** zu deaktivieren." +"Vergessen Sie nicht, beim Exportieren die Checkbox **Exportieren mit Debug** " +"zu deaktivieren." msgid "Optimizing the APK size" msgstr "Optimieren der APK-Größe" @@ -393,10 +394,10 @@ msgstr "" "Standardmäßig enthält das APK native Bibliotheken sowohl für ARMv7- als auch " "für ARMv8-Architekturen. Dadurch erhöht sich seine Größe erheblich. Um ein " "kleineres APK zu erstellen, deaktivieren Sie entweder **Armeabi-v 7a** oder " -"**Arm 64 -v 8a** in der Android-Exportvoreinstellung Ihres Projekts. Dadurch " -"wird ein APK erstellt, das nur eine Bibliothek für eine einzelne Architektur " -"enthält. Beachten Sie, dass Anwendungen, die auf ARMv7 abzielen, auch auf " -"ARMv8-Geräten laufen können, aber nicht umgekehrt." +"**Arm 64 -v 8a** im Android-Export-Profil Ihres Projekts. Dadurch wird ein " +"APK erstellt, das nur eine Bibliothek für eine einzelne Architektur enthält. " +"Beachten Sie, dass Anwendungen, die auf ARMv7 abzielen, auch auf ARMv8-" +"Geräten laufen können, aber nicht umgekehrt." msgid "" "Since August 2019, Google Play requires all applications to be available in " @@ -410,7 +411,7 @@ msgstr "" "Seit August 2019 verlangt Google Play, dass alle Anwendungen in 64-Bit-Form " "verfügbar sind. Das bedeutet, dass Sie kein APK hochladen können, das *nur* " "eine ARMv7-Bibliothek enthält. Um dieses Problem zu lösen, können Sie " -"mehrere APKs in Google Play hochladen, indem Sie die `Multiple APK-" +"mehrere APKs in Google Play hochladen, indem Sie die `Mehrfach-APK-" "Unterstützung `__ verwenden. Jedes APK sollte auf eine einzelne Architektur abzielen; " "die Erstellung eines APKs für ARMv7 und ARMv8 reicht in der Regel aus, um " @@ -433,60 +434,60 @@ msgid "" "outside of the editor. During the export process, these override the values " "that you set in the export menu." msgstr "" +"Sie können die folgenden Umgebungsvariablen verwenden, um Exportoptionen " +"außerhalb des Editors festzulegen. Während des Exportvorgangs überschreiben " +"diese die Werte, die Sie im Exportmenü festgelegt haben." -#, fuzzy msgid "Android export environment variables" -msgstr "Umgebungsvariablen" +msgstr "Android-Export-Umgebungsvariablen" -#, fuzzy msgid "Export option" -msgstr "Exportoptionen" +msgstr "Export-Option" -#, fuzzy msgid "Environment variable" -msgstr "Umgebungsvariablen" +msgstr "Umgebungsvariable" msgid "Encryption / Encryption Key" -msgstr "" +msgstr "Verschlüsselung / Verschlüsselungsschlüssel" msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" -msgstr "" +msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgid "Options / Keystore / Debug" -msgstr "" +msgstr "Optionen / Keystore/ Debug" msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" msgid "Options / Keystore / Debug User" -msgstr "" +msgstr "Optionen / Keystore / Debug Benutzer" msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" msgid "Options / Keystore / Debug Password" -msgstr "" +msgstr "Optionen / Keystore / Debug Passwort" msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" msgid "Options / Keystore / Release" -msgstr "" +msgstr "Optionen / Keystore / Release" msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" msgid "Options / Keystore / Release User" -msgstr "" +msgstr "Optionen / Keystore / Release Benutzer" msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" msgid "Options / Keystore / Release Password" -msgstr "" +msgstr "Optionen / Keystore / Release Passwort" msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po index 2dba668217..cfc32b4dc2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -20,16 +20,17 @@ msgstr "" msgid "Exporting for dedicated servers" msgstr "Exportieren für dedizierte Server" -#, fuzzy msgid "" "If you want to run a dedicated server for your project on a machine that " "doesn't have a GPU or display server available, you'll need to run Godot " "with the ``headless`` display server and ``Dummy`` :ref:`audio driver " "`." msgstr "" -"Wenn Sie einen dedizierten Server für Ihr Projekt auf einem Computer " -"ausführen möchten, auf dem keine GPU oder kein Anzeigeserver verfügbar ist, " -"müssen Sie einen Server-Build von Godot verwenden." +"Wenn Sie einen dedizierten Server für Ihr Projekt auf einem Rechner laufen " +"lassen wollen, der weder eine GPU oder einen Display-Server zur Verfügung " +"hat, müssen Sie Godot mit dem ``headless`` Display-Server und ``Dummy`` :ref:" +"`Audio-Treiber ` laufen " +"lassen." msgid "" "Since Godot 4.0, this can be done by running a Godot binary on any platform " @@ -37,51 +38,54 @@ msgid "" "as dedicated server. You do not need to use a specialized server binary " "anymore, unlike Godot 3.x." msgstr "" +"Seit Godot 4.0 kann dies durch Ausführen einer Godot-Binärdatei auf einer " +"beliebigen Plattform mit dem Kommandozeilenargument ``--headless`` oder " +"durch Ausführen eines als dedizierten Server exportierten Projekts " +"geschehen. Im Gegensatz zu Godot 3.x müssen Sie keine spezielle Server-" +"Binärdatei mehr verwenden." -#, fuzzy msgid "Editor versus export template" -msgstr "Verwenden der Exportvorlagen" +msgstr "Editor vs. Exportvorlage" msgid "" "It is possible to use either an editor or export template (debug or release) " "binary in headless mode. Which one you should use depends on your use case:" msgstr "" +"Es ist möglich, im Headless-Modus entweder ein Editor- oder ein Export-" +"Template-Binary (Debug oder Release) zu verwenden. Welche Variante Sie " +"verwenden sollten, hängt von Ihrem Anwendungsfall ab:" -#, fuzzy msgid "" "**Export template:** Use this one for running dedicated servers. It does not " "contain editor functionality, and is therefore smaller and more optimized." msgstr "" -"**Server:** Verwenden Sie diesen für den Betrieb von dedizierten Servern. Er " -"enthält keine Editor-Funktionalität und ist daher kleiner und optimierter." +"**Exportvorlage:** Verwenden Sie diese Vorlage für den Betrieb dedizierter " +"Server. Sie enthält keine Editorfunktionen und ist daher kleiner und " +"optimierter." -#, fuzzy msgid "" "**Editor:** This binary contains editor functionality and is intended to be " "used for exporting projects. This binary *can* be used to run dedicated " "servers, but it's not recommended as it's larger and less optimized." msgstr "" -"**Headless:** Diese Binärdatei enthält Editor-Funktionalität und ist für den " -"Export von Projekten vorgesehen. Diese Binärdatei **kann* verwendet werden, " -"um dedizierte Server zu betreiben, aber sie wird nicht empfohlen, da sie " +"**Editor:** Diese Binärdatei enthält Editor-Funktionen und ist für den " +"Export von Projekten gedacht. Diese Binärdatei *kann* für den Betrieb von " +"dedizierten Servern verwendet werden, aber es wird nicht empfohlen, da sie " "größer und weniger optimiert ist." -#, fuzzy msgid "Export approaches" -msgstr "Exportvoreinstellungen" +msgstr "Exportansätze" msgid "There are two ways to export a project for a server:" msgstr "" "Es gibt zwei Möglichkeiten, ein Projekt für einen Server zu exportieren:" -#, fuzzy msgid "" "Create a separate export preset for the platform that will host the server, " "then export your project as usual." msgstr "" -"Erstellen Sie eine Linux/X11-Exportvoreinstellung, definieren Sie eine " -"benutzerdefinierte Release-Exportvorlage, die auf die Server-Binärdatei " -"verweist und exportieren Sie das Projekt wie gewohnt." +"Erstellen Sie ein separates Exportprofil für die Plattform, auf der Sie den " +"Server hosten möchten, und exportieren Sie dann Ihr Projekt wie gewohnt." msgid "" "Export a PCK file only, preferably for the platform that matches the " @@ -89,21 +93,24 @@ msgid "" "as an export template binary, rename the binary to have the same name as the " "PCK (minus the file extension), then run the binary." msgstr "" +"Exportieren Sie nur eine PCK-Datei, vorzugsweise für die Plattform, die mit " +"der Plattform übereinstimmt, auf der Sie den Server hosten werden. Legen Sie " +"diese PCK-Datei in denselben Ordner wie eine Exportvorlagen-Binärdatei, " +"benennen Sie die Binärdatei in denselben Namen wie die PCK-Datei um (ohne " +"die Dateierweiterung) und führen Sie die Binärdatei aus." -#, fuzzy msgid "" "Both methods should result in identical output. The rest of the page will " "focus on the first approach." msgstr "" -"Beide Methoden sollten zu einer identischen Ausgabe führen. Der folgende " -"Text beschreibt den PCK-Dateiansatz." +"Beide Methoden sollten zu einem identischen Ergebnis führen. Der Rest der " +"Seite konzentriert sich auf die erste Methode." msgid "See :ref:`doc_exporting_projects` for more information." msgstr "Siehe :ref:`doc_exporting_projects` für weitere Informationen." -#, fuzzy msgid "Exporting a project for a dedicated server" -msgstr "Exportieren für dedizierte Server" +msgstr "Exportieren eines Projekts für einen dedizierten Server" msgid "" "If you export a project as usual when targeting a server, you will notice " @@ -112,6 +119,13 @@ msgid "" "texture data). Additionally, headless mode won't be automatically used; the " "user will have to specify ``--headless`` to make sure no window spawns." msgstr "" +"Wenn Sie ein Projekt wie üblich exportieren, wenn Sie einen Server als Ziel " +"haben, werden Sie feststellen, dass die PCK-Datei genauso groß ist wie die " +"des Clients. Das liegt daran, dass sie alle Ressourcen enthält, " +"einschließlich derer, die der Server nicht benötigt (wie z.B. Texturdaten). " +"Außerdem wird der Headless-Modus nicht automatisch verwendet; der Benutzer " +"muss ``--headless`` angeben, um sicherzustellen, dass kein Fenster erzeugt " +"wird." msgid "" "Many resources such as textures can be stripped from the PCK file to greatly " @@ -119,21 +133,31 @@ msgid "" "a way that preserves references in scene or resource files (built-in or " "external)." msgstr "" +"Viele Ressourcen, wie z. B. Texturen, können aus der PCK-Datei entfernt " +"werden, um ihre Größe zu verringern. Godot bietet eine Möglichkeit, dies für " +"Texturen und Materialien auf eine Weise zu tun, die Referenzen in Szenen- " +"oder Ressourcendateien (eingebaut oder extern) beibehält." msgid "" "To begin doing so, make sure you have a dedicated export preset for your " "server, then select it, go to its **Resources** tab and change its export " "mode:" msgstr "" +"Um damit zu beginnen, stellen Sie sicher, dass Sie ein spezielles " +"Exportprofil für Ihren Server haben, wählen Sie dieses aus, gehen Sie auf " +"den **Ressourcen**-Tab und ändern Sie den Exportmodus:" msgid "" "Choosing the **Export as dedicated server** export mode in the export preset" msgstr "" +"Auswahl des Exportmodus **Export als dedizierter Server** im Exportprofil" msgid "" "When this export mode is chosen, the ``dedicated_server`` feature tag is " "automatically added to the exported project." msgstr "" +"Wenn dieser Exportmodus gewählt wird, wird das Feature-Tag " +"``dedicated_server`` automatisch zum exportierten Projekt hinzugefügt." msgid "" "If you do not wish to use this export mode but still want the feature tag, " @@ -141,20 +165,33 @@ msgid "" "export preset. This will also force ``--headless`` when running the exported " "project." msgstr "" +"Wenn Sie diesen Exportmodus nicht verwenden möchten, aber trotzdem das " +"Feature-Tag haben wollen, können Sie den Namen ``dedicated_server`` im " +"**Features**-Tab des Exportprofils schreiben. Dies wird auch ``--headless`` " +"erzwingen, wenn das exportierte Projekt ausgeführt wird." msgid "" "After selecting this export mode, you will be presented with a list of " "resources in the project:" msgstr "" +"Nachdem Sie diesen Exportmodus ausgewählt haben, wird Ihnen eine Liste der " +"Ressourcen im Projekt angezeigt:" msgid "Choosing resources to keep, keep with stripped visuals or remove" msgstr "" +"Auswahl von Ressourcen, die beibehalten, mit gestripptem Bildmaterial " +"versehen oder entfernt werden sollen" msgid "" "Ticking a box allows you to override options for the specified file or " "folder. Checking boxes does **not** affect which files are exported; this is " "done by the options selected for each checkbox instead." msgstr "" +"Wenn Sie eine Checkbox ankreuzen, können Sie die Optionen für die angegebene " +"Datei oder den angegebenen Ordner außer Kraft setzen. Das Markieren von " +"Checkboxen hat **keine** Auswirkung darauf, welche Dateien exportiert " +"werden; dies geschieht stattdessen durch die für jede Chechbox ausgewählten " +"Optionen." msgid "" "Files within a checked folder will automatically use the parent's option by " @@ -162,6 +199,12 @@ msgid "" "name (and the option name being grayed out). To change the option for a file " "whose option is currently inherited, you must tick the box next to it first." msgstr "" +"Dateien innerhalb eines markierten Ordners verwenden standardmäßig " +"automatisch die Option des übergeordneten Ordners, was durch das Suffix " +"**(Vererbt)** für den Optionsnamen angezeigt wird (und dadurch, dass der " +"Optionsname ausgegraut ist). Um die Option für eine Datei zu ändern, deren " +"Option derzeit vererbt wird, müssen Sie zunächst die Checkbox neben der " +"Datei ankreuzen." msgid "" "**Strip Visuals:** Export this resource, with visual files (textures and " @@ -169,15 +212,26 @@ msgid "" "image size (as it's sometimes used to position elements in a 2D scene), but " "nothing else." msgstr "" +"**Strip Visuals:** Exportieren Sie diese Ressource, wobei die visuellen " +"Dateien (Texturen und Materialien) durch Platzhalterklassen ersetzt werden. " +"Platzhalterklassen speichern die Bildgröße (da sie manchmal zur " +"Positionierung von Elementen in einer 2D-Szene verwendet wird), aber nichts " +"anderes." msgid "**Keep:** Export this resource as usual, with visual files interact." msgstr "" +"**Beibehalten:** Exportieren Sie diese Ressource wie gewohnt, wobei visuelle " +"Dateien interagieren." msgid "" "**Remove:** The file is not included in the PCK. This is useful to ignore " "scenes and resources that only the client needs. If you do so, make sure the " "server doesn't reference these client-only scenes and resources in any way." msgstr "" +"**Entfernen:** Die Datei wird nicht in das PCK aufgenommen. Dies ist " +"nützlich, um Szenen und Ressourcen zu ignorieren, die nur der Client " +"benötigt. Wenn Sie dies tun, stellen Sie sicher, dass der Server diese " +"Client-Only Szenen und Ressourcen in keiner Weise referenziert." msgid "" "The general recommendation is to use **Strip Visuals** whenever possible, " @@ -185,17 +239,28 @@ msgid "" "example, if your server generates collision data based on an image's " "contents, you need to use **Keep** for that particular image." msgstr "" +"Die allgemeine Empfehlung lautet, **Strip Visuals** zu verwenden, wann immer " +"dies möglich ist, es sei denn, der Server muss auf Bilddaten wie die Farben " +"der Pixel zugreifen. Wenn Ihr Server z.B. Kollisionsdaten auf der Grundlage " +"des Inhalts eines Bildes generiert, müssen Sie **Beibehalten** für dieses " +"bestimmte Bild verwenden." msgid "" "To check the file structure of your exported PCK, use the **Export PCK/ZIP..." "** button with a ``.zip`` file extension, then open the resulting ZIP file " "in a file manager." msgstr "" +"Um die Dateistruktur Ihres exportierten PCKs zu überprüfen, benutzen Sie den " +"**Export PCK/ZIP...**-Button mit einer ``.zip`` Dateierweiterung und öffnen " +"Sie die resultierende ZIP-Datei in einem Dateimanager." msgid "" "Be careful when using the **Remove** mode, as scenes/resources that " "reference a removed file will no longer be able to load successfully." msgstr "" +"Seien Sie vorsichtig, wenn Sie den Modus **Entfernen** verwenden, da Szenen/" +"Ressourcen, die auf eine entfernte Datei verweisen, nicht mehr erfolgreich " +"geladen werden können." msgid "" "If you wish to remove specific resources but make the scenes still be able " @@ -204,19 +269,28 @@ msgid "" "This approach can be used to strip resources that Godot doesn't support " "replacing with placeholders yet, such as audio." msgstr "" +"Wenn Sie bestimmte Ressourcen entfernen möchten, die Szenen aber trotzdem " +"ohne sie laden können, müssen Sie die Referenz in der Szenendatei entfernen " +"und die Dateien mit ``load()`` in einem Skript in die Propertys der Nodes " +"laden. Dieser Ansatz kann verwendet werden, um Ressourcen zu entfernen, die " +"Godot noch nicht durch Platzhalter ersetzen kann, wie z.B. Audio." msgid "" "Removing textures is often what makes the greatest impact on the PCK size, " "so it is recommended to stick with **Strip Visuals** at first." msgstr "" +"Das Entfernen von Texturen hat oft die größte Auswirkung auf die PCK-Größe, " +"daher wird empfohlen, zunächst bei **Strip Visuals** zu bleiben." msgid "" "With the above options used, a PCK for the client (which exports all " "resources normally) will look as follows:" msgstr "" +"Bei Verwendung der oben genannten Optionen sieht ein PCK für den Client (der " +"alle Ressourcen normal exportiert) wie folgt aus:" msgid "The PCK's file structure for the server will look as follows:" -msgstr "" +msgstr "Die Dateistruktur des PCK für den Server sieht wie folgt aus:" msgid "Starting the dedicated server" msgstr "Starten des dedizierten Servers" @@ -236,35 +310,41 @@ msgid "" "custom feature tag), you can use the ``dedicated_server`` feature tag to " "detect whether a dedicated server PCK is being used:" msgstr "" +"Wenn Sie :ref:`das Projekt " +"` mit dem Exportmodus " +"**Export als dedizierter Server** exportiert haben (oder " +"``dedicated_server`` als benutzerdefiniertes Feature-Tag hinzugefügt haben), " +"können Sie das Feature-Tag ``dedicated_server`` verwenden, um zu erkennen, " +"ob ein PCK für dedizierte Server verwendet wird:" msgid "" "If you also wish to host a server when using the built-in ``--headless`` " "command line argument, this can be done by adding the following code snippet " "in your main scene (or an autoload)'s ``_ready()`` method:" msgstr "" -"Wenn sowohl Ihr Client als auch Ihr Server Teil desselben Godot-Projekts " -"sind, müssen Sie eine Möglichkeit haben den Server mithilfe eines Kommandos " -"auf der Kommandozeile direkt zu starten. Dies kann durch Hinzufügen des " -"folgenden Codeausschnitts in der ``_ready()`` Methode Ihrer Hauptszene (oder " -"eines Singletons) erfolgen:" +"Wenn Sie auch einen Server hosten wollen, wenn Sie das Built-in-``--" +"headless`` Kommandozeilenargument verwenden, können Sie dies tun, indem Sie " +"den folgenden Codeschnipsel in die ``_ready()`` Methode Ihrer Hauptszene " +"(oder eines Autoloads) einfügen:" -#, fuzzy msgid "" "If you wish to use a custom command line argument, this can be done by " "adding the following code snippet in your main scene (or an autoload)'s " "``_ready()`` method:" msgstr "" -"Wenn sowohl Ihr Client als auch Ihr Server Teil desselben Godot-Projekts " -"sind, müssen Sie eine Möglichkeit haben den Server mithilfe eines Kommandos " -"auf der Befehlszeile direkt zu starten. Dies kann durch Hinzufügen des " -"folgenden Codeausschnitts in der ``_ready()`` Methode Ihrer Hauptszene (oder " -"eines Singletons) erfolgen:" +"Wenn Sie ein benutzerdefiniertes Kommandozeilenargument verwenden möchten, " +"können Sie den folgenden Codeschnipsel in die ``_ready()``-Methode Ihrer " +"Hauptszene (oder eines Autoloads) einfügen:" msgid "" "It's a good idea to add at least one of the above command-line arguments to " "start a server, as it can be used to test server functionality from the " "command line without having to export the project." msgstr "" +"Es ist eine gute Idee, mindestens eines der oben genannten " +"Kommandozeilenargumente zum Starten eines Servers hinzuzufügen, da es dazu " +"verwendet werden kann, die Serverfunktionalität von der Kommandozeile aus zu " +"testen, ohne das Projekt exportieren zu müssen." msgid "" "If your client and server are separate Godot projects, your server should " @@ -285,8 +365,8 @@ msgid "" "view server logs in a more convenient fashion, with automatic log rotation " "provided by systemd." msgstr "" -"Unter Linux können Sie einen `systemd-Dienst `__ einrichten, damit Ihr " +"Unter Linux können Sie einen `systemd-Dienst einrichten `__, damit Ihr " "dedizierter Server nach einem Absturz oder Systemneustart neu startet. " "Dadurch können Sie auch die Serverprotokolle auf bequemere Weise anzeigen, " "wobei systemd für eine automatische Protokollrotation sorgt." @@ -300,8 +380,8 @@ msgstr "" "Wenn Sie Erfahrung mit Containern haben, könnten Sie auch erwägen, Ihren " "dedizierten Server in einen `Docker `__-Container " "zu verpacken. Auf diese Weise kann er leichter in einer Einrichtung mit " -"automatischer Skalierung verwendet werden (was außerhalb des Rahmens dieses " -"Tutorials liegt)." +"automatischer Skalierung verwendet werden (was den Rahmen dieses Tutorials " +"sprengen würde)." msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po index 9d73a2c0ce..047c318267 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,6 +25,9 @@ msgid "" "to compile export template binaries from source instead, read :ref:" "`doc_compiling_for_ios`." msgstr "" +"Diese Seite beschreibt, wie man ein Godot-Projekt für iOS exportiert. Wenn " +"Sie stattdessen Exportvorlagen-Binärdateien aus dem Quellcode kompilieren " +"möchten, lesen Sie :ref:`doc_compiling_for_ios`." msgid "" "These are the steps to load a Godot project in Xcode. This allows you to " @@ -40,6 +43,9 @@ msgid "" "Projects written in C# can be exported to iOS as of Godot 4.2, but support " "is experimental and :ref:`some limitations apply `." msgstr "" +"In C# geschriebene Projekte können ab Godot 4.2 nach iOS exportiert werden, " +"aber die Unterstützung ist experimentell und :ref:`Es gelten einige " +"Einschränkungen `." msgid "Requirements" msgstr "Anforderungen" @@ -55,7 +61,7 @@ msgid "" "Export Templates" msgstr "" "Laden Sie die Godot-Exportvorlagen herunter. Verwenden Sie das Godot-Menü: " -"Editor> Exportvorlagen verwalten" +"Editor > Exportvorlagen verwalten" msgid "Export a Godot project to Xcode" msgstr "Exportieren eines Godot Projekts nach Xcode" @@ -73,32 +79,40 @@ msgid "" "**Application** category are required. Leaving them blank will cause the " "exporter to throw an error." msgstr "" -"Die **App Store Team ID** und **Identifier** Optionen in der **Application** " -"Kategorie sind notwendig. Der Exporter erzeugt eine Fehlermeldung, wenn " -"diese ausgelassen werden." +"Die **App Store Team ID** und (Bundle-) **Identifier** Optionen in der " +"Kategorie **Application** sind notwendig. Der Exporter erzeugt eine " +"Fehlermeldung, wenn diese ausgelassen werden." msgid "If you encounter an error during export similar to" -msgstr "" +msgstr "Wenn während des Exports ein Fehler ähnlich dem folgenden auftritt" msgid "" "``JSON text did not start with array or object and option to allow fragments " "not set``" msgstr "" +"``JSON-Text begann nicht mit Array oder Objekt und Option zum Zulassen von " +"Fragmenten nicht gesetzt``" msgid "then it might be due to a malformated **App Store Team ID**!" -msgstr "" +msgstr "dann könnte es an einer fehlerhaften **App Store Team ID** liegen!" msgid "" "The exporter expects a (10 characters long) code like ``ABCDE12XYZ`` and " "not, e.g., your name as Xcode likes to display in the *Signing & " "Capabilities* tab." msgstr "" +"Der Exporter erwartet einen (10 Zeichen langen) Code wie ``ABCDE12XYZ`` und " +"nicht z.B. Ihren Namen, wie ihn Xcode gerne im Tab *Signing & Capabilities* " +"anzeigt." msgid "" "You can find the code over at `developer.apple.com `_ next to your name in the top " "right corner." msgstr "" +"Sie finden den Code unter `developer.apple.com `_ neben Ihrem Namen in der oberen " +"rechten Ecke." msgid "" "After you click **Export Project**, there are still two important options " @@ -148,7 +162,7 @@ msgid "" "like any other iOS app." msgstr "" "Wenn Sie **exported_xcode_project_name.xcodeproj** öffnen, können Sie diese " -"wie jede andere iOS-Anwendung erstellen und bereitstellen." +"wie jede andere iOS-Anwendung erstellen und ausliefern." msgid "Active development considerations" msgstr "Überlegungen zur aktiven Entwicklung" @@ -197,7 +211,8 @@ msgstr "" "Schritten)." msgid "In Finder, drag the Godot project folder into the Xcode file browser." -msgstr "Ziehe im Finder den Godot-Projektordner in den Xcode-Dateibrowser." +msgstr "" +"Ziehen Sie im Finder den Godot-Projektordner in den Xcode-Dateibrowser." msgid "" "3. In the dialog, make sure **Create folder references** is selected. This " @@ -212,24 +227,24 @@ msgid "See the **godot_project_to_export** folder in the Xcode file browser." msgstr "Siehe den Ordner **godot_project_to_export** im Xcode-Dateibrowser." msgid "Delete **exported_xcode_project_name.pck** from the Xcode project." -msgstr "Lösche **exported_xcode_project_name.pck** aus dem Xcode-Projekt." +msgstr "Löschen Sie **exported_xcode_project_name.pck** aus dem Xcode-Projekt." msgid "" "6. Open **exported_xcode_project_name-Info.plist** and add a string property " "named **godot_path** (this is the real key name) with a value " "**godot_project_to_export** (this is the name of your project)" msgstr "" -"6. Öffnen SIe **exported_xcode_project_name-Info.plist** und fügen eine " -"String-Eigenschaft namens **godot_path** (dies ist der echte Schlüsselname) " -"mit einem Wert **godot_project_to_export** (dies ist der Name Ihres " -"Projekts) hinzu" +"6. Öffnen Sie **exported_xcode_project_name-Info.plist** und fügen eine " +"String-Property namens **godot_path** (dies ist der echte Key-Name) mit " +"einem Wert **godot_project_to_export** (dies ist der Name Ihres Projekts) " +"hinzu" msgid "" "That's it! You can now edit your project in the Godot editor and build it in " "Xcode when you want to run it on a device." msgstr "" "Das wars! Sie können Ihr Projekt jetzt im Godot-Editor bearbeiten und in " -"Xcode builden, wenn Sie es auf einem Gerät ausführen möchten." +"Xcode bauen, wenn Sie es auf einem Gerät ausführen möchten." msgid "Plugins for iOS" msgstr "Plugins für iOS" @@ -238,7 +253,7 @@ msgid "" "Special iOS plugins can be used in Godot. Check out the :ref:" "`doc_plugins_for_ios` page." msgstr "" -"Spezielle iOS-Dienste können in Godot verwendet werden. Siehe hierzu die :" +"Spezielle iOS-Plugins können in Godot verwendet werden. Siehe hierzu die :" "ref:`doc_plugins_for_ios`-Seite." msgid "Environment variables" @@ -249,35 +264,68 @@ msgid "" "outside of the editor. During the export process, these override the values " "that you set in the export menu." msgstr "" +"Sie können die folgenden Umgebungsvariablen verwenden, um Exportoptionen " +"außerhalb des Editors festzulegen. Während des Exportvorgangs überschreiben " +"diese die Werte, die Sie im Exportmenü festgelegt haben." -#, fuzzy msgid "iOS export environment variables" -msgstr "Umgebungsvariablen" +msgstr "iOS-Export-Umgebungsvariablen" -#, fuzzy msgid "Export option" -msgstr "Exportoptionen" +msgstr "Export-Option" -#, fuzzy msgid "Environment variable" -msgstr "Umgebungsvariablen" +msgstr "Umgebungsvariable" msgid "Encryption / Encryption Key" -msgstr "" +msgstr "Verschlüsselung / Verschlüsselungsschlüssel" msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" -msgstr "" +msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgid "Options / Application / Provisioning Profile UUID Debug" -msgstr "" +msgstr "Optionen / Anwendung / Bereitstellungsprofil UUID-Debug" msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG``" -msgstr "" +msgstr "``GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG``" msgid "Options / Application / Provisioning Profile UUID Release" -msgstr "" +msgstr "Optionen / Anwendung / Bereitstellungsprofil UUID-Freigabe" msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" +msgstr "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" + +msgid "Troubleshooting" +msgstr "Fehlersuche" + +msgid "xcode-select points at wrong SDK location" +msgstr "" + +msgid "" +"xcode-select is a tool that comes with Xcode and among other things points " +"at iOS SDKs on your Mac. If you have Xcode installed, opened it, agreed to " +"the license agreement, and installed the command line tools, xcode-select " +"should point at the right location for the iPhone SDK. If it somehow " +"doesn't, Godot will fail exporting to iOS with an error that may look like " +"this:" +msgstr "" + +msgid "" +"In this case, Godot is trying to find the ``Platforms`` folder containing " +"the iPhone SDK inside the ``/Library/Developer/CommandLineTools/`` folder, " +"but the ``Platforms`` folder with the iPhone SDK is actually located under " +"``/Applications/Xcode.app/Contents/Developer``. To verify this, you can open " +"up Terminal and run the following command to see what xcode-select points at:" +msgstr "" + +msgid "" +"To fix xcode-select pointing at a wrong location, enter this command in " +"Terminal:" +msgstr "" + +msgid "" +"After running this command, Godot should be able to successfully export to " +"iOS." msgstr "" msgid "Translation status" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po index f1b2b7b8bd..8c4f0707fd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,6 +25,9 @@ msgid "" "looking to compile editor or export template binaries from source instead, " "read :ref:`doc_compiling_for_linuxbsd`." msgstr "" +"Diese Seite beschreibt, wie man ein Godot-Projekt nach Linux exportiert. " +"Wenn Sie stattdessen Editor- oder Exportvorlagen-Binärdateien aus den " +"Quellen kompilieren möchten, lesen Sie :ref:`doc_compiling_for_linuxbsd`." msgid "" "The simplest way to distribute a game for PC is to copy the executable " @@ -43,8 +46,8 @@ msgid "" "debugger." msgstr "" "Godot bietet einen eleganteren Ansatz für die PC-Veröffentlichung, wenn das " -"Exportsystem verwendet wird. Beim Export für Linux nimmt der Exporteur alle " -"Projektdateien und erstellt eine ``data.pck`` Datei. Diese Datei wird mit " +"Exportsystem verwendet wird. Beim Export für Linux nimmt der Exporter alle " +"Projektdateien und erstellt eine ``data.pck``-Datei. Diese Datei wird mit " "einer speziell optimierten Binärdatei gebündelt, die kleiner und schneller " "ist und nicht den Editor und Debugger enthält." @@ -56,24 +59,24 @@ msgid "" "outside of the editor. During the export process, these override the values " "that you set in the export menu." msgstr "" +"Sie können die folgenden Umgebungsvariablen verwenden, um Exportoptionen " +"außerhalb des Editors festzulegen. Während des Exportvorgangs überschreiben " +"diese die Werte, die Sie im Exportmenü festgelegt haben." -#, fuzzy msgid "Linux export environment variables" -msgstr "Umgebungsvariablen" +msgstr "Umgebungsvariablen für Linux-Export" -#, fuzzy msgid "Export option" -msgstr "Exportoptionen" +msgstr "Export-Option" -#, fuzzy msgid "Environment variable" -msgstr "Umgebungsvariablen" +msgstr "Umgebungsvariable" msgid "Encryption / Encryption Key" -msgstr "" +msgstr "Verschlüsselung / Verschlüsselungsschlüssel" msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" -msgstr "" +msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po index 6ea2d5371a..ba20a37da5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,13 +25,26 @@ msgid "" "looking to compile editor or export template binaries from source instead, " "read :ref:`doc_compiling_for_macos`." msgstr "" +"Diese Seite beschreibt, wie man ein Godot-Projekt nach macOS exportiert. " +"Wenn Sie stattdessen Editor- oder Exportvorlagen-Binärdateien aus dem " +"Quellcode kompilieren möchten, lesen Sie :ref:`doc_compiling_for_macos`." +#, fuzzy msgid "" -"macOS apps are exported as an ``.app`` bundle, a folder with a specific " +"macOS apps exported with the official export templates are exported as a " +"single \"Universal 2\" binary ``.app`` bundle, a folder with a specific " "structure which stores the executable, libraries and all the project files. " "This bundle can be exported as is, packed in a ZIP archive or DMG disk image " -"(only supported when exporting from a computer running macOS)." +"(only supported when exporting from a computer running macOS). `Universal " +"binaries for macOS support both Intel x86_64 and ARM64 (Apple silicon, i.e. " +"M1) architectures `__." msgstr "" +"macOS-Apps werden als ``.app``-Bundle exportiert, ein Ordner mit einer " +"bestimmten Struktur, der die ausführbare Datei, die Bibliotheken und alle " +"Projektdateien enthält. Dieses Bundle kann unverändert exportiert, in ein " +"ZIP-Archiv oder ein DMG-Disk-Image gepackt werden (nur unterstützt, wenn der " +"Export von einem Computer mit macOS erfolgt)." msgid "Requirements" msgstr "Anforderungen" @@ -47,6 +60,8 @@ msgid "" "A valid and unique ``Bundle identifier`` should be set in the " "``Application`` section of the export options." msgstr "" +"Ein gültiger und eindeutiger ``Bundle-Identifikator`` sollte im Abschnitt " +"``Anwendung`` der Exportoptionen angegeben werden." msgid "" "Projects exported without code signing and notarization will be blocked by " @@ -54,62 +69,86 @@ msgid "" "`Running Godot apps on macOS ` page for more " "information." msgstr "" +"Projekte, die ohne Code-Signierung und Notarisierung exportiert werden, " +"werden von Gatekeeper blockiert, wenn sie aus unbekannten Quellen " +"heruntergeladen werden. Weitere Informationen finden Sie auf der Seite :ref:" +"`Ausführen von Godot-Anwendungen unter macOS `." -#, fuzzy msgid "Code signing and notarization" -msgstr "Fensterverwaltung und OS Integration" +msgstr "Unterzeichnung und Notarisierung des Codes" msgid "" "By default, macOS will run only applications that are signed and notarized. " "If you use any other signing configuration, see :ref:`Running Godot apps on " "macOS ` for workarounds." msgstr "" +"Standardmäßig werden unter macOS nur Anwendungen ausgeführt, die signiert " +"und notarialisiert sind. Wenn Sie eine andere Signierkonfiguration " +"verwenden, finden Sie unter :ref:`Ausführen von Godot-Anwendungen unter " +"macOS ` Workarounds." msgid "" "To notarize an app, you **must** have a valid `Apple Developer ID " "Certificate `__." msgstr "" +"Um eine App zu notarisieren, **müssen** Sie ein gültiges `Apple Developer ID-" +"Zertifikat `__ haben." msgid "If you have an Apple Developer ID Certificate and exporting from macOS" msgstr "" +"Wenn Sie ein Apple Developer ID-Zertifikat haben und aus macOS exportieren" msgid "" "Install `Xcode `__ command line tools " "and open Xcode at least once or run the ``sudo xcodebuild -license accept`` " "command to accept license agreement." msgstr "" +"Installieren Sie die `Xcode `__-" +"Kommandozeilentools und öffnen Sie Xcode mindestens einmal oder führen Sie " +"den Befehl ``sudo xcodebuild -license accept`` aus, um die " +"Lizenzvereinbarung zu akzeptieren." msgid "To sign exported app" -msgstr "" +msgstr "Signieren der exportierten App" msgid "Select ``Xcode codesign`` in the ``Code Signing > Codesign`` option." msgstr "" +"Wählen Sie ``Xcode Codesign`` in der Option ``Code Signing > Codesign``." msgid "" "Set valid Apple ID certificate identity (certificate \"Common Name\") in the " "``Code Signing > Identity`` section." msgstr "" +"Stellen Sie eine gültige Apple ID Zertifikatsidentität (Zertifikat \"Common " +"Name\") im Abschnitt ``Code Signing > Identity`` ein." msgid "To notarize exported app" -msgstr "" +msgstr "Notarisieren der exportierten App" msgid "Select ``Xcode altool`` in the ``Notarization > Notarization`` option." msgstr "" +"Wählen Sie ``Xcode altool`` in der Option ``Notarization > Notarization``." msgid "Disable the ``Debugging`` entitlement." -msgstr "" +msgstr "Deaktivieren Sie die Berechtigung ``Debugging``." msgid "" "Set valid Apple ID login / app. specific password or `App Store Connect " "`__ API UUID / " "Key in the ``Notarization`` section." msgstr "" +"Setzen Sie ein gültiges Apple ID Login / App-spezifisches Passwort oder `App " +"Store Connect `__ API UUID / Key im Abschnitt ``Notarization``." msgid "" "You can use the ``xcrun notarytool history`` command to check notarization " "status and use the ``xcrun notarytool log {ID}`` command to download the " "notarization log." msgstr "" +"Sie können den Befehl ``xcrun notarytool history`` verwenden, um den " +"Notarisierungsstatus zu überprüfen und den Befehl ``xcrun notarytool log {ID}" +"`` verwenden, um das Notarisierungsprotokoll herunterzuladen." msgid "" "If you encounter notarization issues, see `Resolving common notarization " @@ -117,72 +156,105 @@ msgid "" "notarizing_macos_software_before_distribution/" "resolving_common_notarization_issues>`__ for more info." msgstr "" +"Wenn Sie auf Probleme bei der Notarisierung stoßen, finden Sie weitere " +"Informationen unter `Lösung allgemeiner Notarisierungsprobleme `__." msgid "" "After notarization is completed, `staple the ticket `__ to the exported project." msgstr "" +"Nachdem die Notarisierung abgeschlossen ist, `heften Sie das Ticket `__ an das exportierte Projekt." msgid "" "If you have an Apple Developer ID Certificate and exporting from Linux or " "Windows" msgstr "" +"Wenn Sie ein Apple Developer ID-Zertifikat haben und von Linux oder Windows " +"exportieren" msgid "" "Install `PyOxidizer rcodesign `__, and configure the path to ``rcodesign`` in the " "``Editor Settings > Export > macOS > rcodesign``." msgstr "" +"Installieren Sie `PyOxidizer rcodesign `__, und konfigurieren Sie den Pfad zu " +"``rcodesign`` in den ``Editor-Einstellungen > Export > macOS > rcodesign``." msgid "" "Select ``PyOxidizer rcodesign`` in the ``Code Signing > Codesign`` option." msgstr "" +"Wählen Sie ``PyOxidizer rcodesign`` in der Option ``Code Signing > " +"Codesign``." msgid "" "Set valid Apple ID PKCS #12 certificate file and password in the ``Code " "Signing`` section." msgstr "" +"Setzen Sie eine gültige Apple ID PKCS #12 Zertifikatsdatei und ein Passwort " +"im Abschnitt ``Code Signing``." msgid "" "Select ``PyOxidizer rcodesign`` in the ``Notarization > Notarization`` " "option." msgstr "" +"Wählen Sie ``PyOxidizer rcodesign`` in der Option ``Notarization > " +"Notarization``." msgid "" "Set valid `App Store Connect `__ API UUID / Key in the ``Notarization`` section." msgstr "" +"Setzen Sie gültige `App Store Connect `__-API UUID / Schlüssel im Abschnitt " +"``Notarisierung``." msgid "" "You can use the ``rcodesign notary-log`` command to check notarization " "status." msgstr "" +"Sie können den Befehl ``rcodesign notary-log`` verwenden, um den Status der " +"Notarisierung zu überprüfen." msgid "" "After notarization is completed, use the ``rcodesign staple`` command to " "staple the ticket to the exported project." msgstr "" +"Nachdem die Notarisierung abgeschlossen ist, verwenden Sie den Befehl " +"``rcodesign staple``, um das Ticket an das exportierte Projekt zu heften." msgid "If you do not have an Apple Developer ID Certificate" -msgstr "" +msgstr "Wenn Sie kein Apple Developer ID-Zertifikat besitzen" msgid "" "Select ``Built-in (ad-hoc only)`` in the ``Code Signing > Codesign`` option." msgstr "" +"Wählen Sie ``Built-in (nur ad-hoc)`` in der Option ``Code Signing > " +"Codesign``." msgid "Select ``Disabled`` in the ``Notarization > Notarization`` option." msgstr "" +"Wählen Sie ``Deaktiviert`` in der Option ``Notarization > Notarization``." msgid "" "In this case Godot will use a ad-hoc signature, which will make running an " "exported app easier for the end users, see the :ref:`Running Godot apps on " "macOS ` page for more information." msgstr "" +"In diesem Fall wird Godot eine Ad-hoc-Signatur verwenden, die das Ausführen " +"einer exportierten Anwendung für den Endbenutzer einfacher macht. Weitere " +"Informationen finden Sie auf der Seite :ref:`Ausführen von Godot-Anwendungen " +"auf macOS `." -#, fuzzy msgid "Signing Options" -msgstr "Plugins finden" +msgstr "Signieroptionen" msgid "Option" msgstr "Option" @@ -190,13 +262,11 @@ msgstr "Option" msgid "Description" msgstr "Beschreibung" -#, fuzzy msgid "Codesign" -msgstr "Nodes" +msgstr "Codesign" -#, fuzzy msgid "Tool to use for code signing." -msgstr "Tiefenprüfung Deaktivieren." +msgstr "Tool für die Codesignierung." msgid "Identity" msgstr "Identität" @@ -205,50 +275,50 @@ msgid "" "The \"Full Name\" or \"Common Name\" of the signing identity, store in the " "macOS keychain. [1]_" msgstr "" +"Der \"Full Name\" oder \"Common Name\" der signierenden Identität, " +"gespeichert in der macOS-Keychain. [1]_" -#, fuzzy msgid "Certificate File" -msgstr "SSL Zertifikate" +msgstr "Zertifikatsdatei" msgid "The PKCS #12 certificate file. [2]_" -msgstr "" +msgstr "Die PKCS #12-Zertifikatsdatei. [2]_" -#, fuzzy msgid "Certificate Password" -msgstr "SSL Zertifikate" +msgstr "Zertifikatspasswort" msgid "Password for the certificate file. [2]_" -msgstr "" +msgstr "Passwort für die Zertifikatsdatei. [2]_" -#, fuzzy msgid "Custom Options" -msgstr "Benutzerdefinierte Signale" +msgstr "Benutzerdefinierte Optionen" msgid "Array of command line arguments passed to the code signing tool." msgstr "" +"Array von Kommandozeilenargumenten, die an das Code Signing Tool übergeben " +"werden." msgid "This option is visible only when signing with Xcode codesign." -msgstr "" +msgstr "Diese Option ist nur beim Signieren mit Xcode Codesign sichtbar." msgid "These options are visible only when signing with PyOxidizer rcodesign." msgstr "" +"Diese Optionen sind nur beim Signieren mit PyOxidizer rcodesign sichtbar." -#, fuzzy msgid "Notarization Options" -msgstr "Animationsoptionen" +msgstr "Notarisierungsoptionen" -#, fuzzy msgid "Notarization" -msgstr "Normalisierung" +msgstr "Notarisierung" msgid "Tool to use for notarization." -msgstr "" +msgstr "Tool für die Notarisierung." msgid "Apple ID Name" msgstr "Apple-ID-Name" msgid "Apple ID account name (email address). [3]_" -msgstr "" +msgstr "Apple ID Account-Name (E-Mail-Adresse). [3]_" msgid "Apple ID Password" msgstr "Apple-ID-Password" @@ -258,6 +328,10 @@ msgid "" "support.apple.com/en-us/HT204397>`__ to enable two-factor authentication and " "create app password. [3]_" msgstr "" +"Apple ID App-spezifisches Passwort. Siehe `Verwendung von app-spezifischen " +"Passwörtern `__, um die Zwei-" +"Faktor-Authentifizierung zu aktivieren und ein App-Passwort zu erstellen. " +"[3]_" msgid "Apple Team ID" msgstr "Apple-Team-ID" @@ -266,89 +340,118 @@ msgid "" "Team ID (\"Organization Unit\"), if your Apple ID belongs to multiple teams " "(optional). [3]_" msgstr "" +"Team-ID (\"Organisationseinheit\"), wenn Ihre Apple ID zu mehreren Teams " +"gehört (optional). [3]_" msgid "API UUID" -msgstr "" +msgstr "API UUID" msgid "" "Apple `App Store Connect `__ API issuer UUID." msgstr "" +"Apple `App Store Connect `__ API-Aussteller UUID." msgid "API Key" -msgstr "" +msgstr "API-Schlüssel" msgid "" "Apple `App Store Connect `__ API key." msgstr "" +"Apple `App Store Connect `__ API-Schlüssel." msgid "" "You should set either Apple ID Name/Password or App Store Connect API UUID/" "Key." msgstr "" +"Sie sollten entweder Apple ID Name/Passwort oder App Store Connect API UUID/" +"Key einstellen." msgid "These options are visible only when notarizing with Xcode altool." -msgstr "" +msgstr "Diese Optionen sind nur beim Notarisieren mit Xcode altool sichtbar." msgid "" "See `Notarizing macOS Software Before Distribution `__ for more info." msgstr "" +"Weitere Informationen finden Sie unter `Notarisierung von macOS-Software vor " +"der Verteilung `__." msgid "Entitlements" -msgstr "Ansprüche" +msgstr "Berechtigungen" msgid "Hardened Runtime Entitlements" -msgstr "" +msgstr "Gehärtete Laufzeitberechtigungen" msgid "" "Hardened Runtime entitlements manage security options and resource access " "policy. See `Hardened Runtime `__ for more info." msgstr "" +"Die gehärteten Laufzeitberechtigungen verwalten die Sicherheitsoptionen und " +"die Richtlinien für den Ressourcenzugriff. Siehe `Gehärtete Laufzeit " +"`__ für weitere Informationen." -#, fuzzy msgid "Entitlement" -msgstr "Umgebung" +msgstr "Berechtigung" msgid "Allow JIT Code Execution [4]_" -msgstr "" +msgstr "JIT-Code-Ausführung zulassen [4]_" msgid "" "Allows creating writable and executable memory for JIT code. If you are " "using add-ons with dynamic or self-modifying native code, enable them " "according to the add-on documentation." msgstr "" +"Ermöglicht die Erstellung von beschreibbarem und ausführbarem Speicher für " +"JIT-Code. Wenn Sie Add-ons mit dynamischem oder selbstmodifizierendem " +"nativen Code verwenden, aktivieren Sie diese gemäß der Dokumentation des Add-" +"ons." msgid "Allow Unsigned Executable Memory [4]_" -msgstr "" +msgstr "Unsigned Executable Memory zulassen [4]_" msgid "" "Allows creating writable and executable memory without JIT restrictions. If " "you are using add-ons with dynamic or self-modifying native code, enable " "them according to the add-on documentation." msgstr "" +"Ermöglicht die Erstellung von beschreibbarem und ausführbarem Speicher ohne " +"JIT-Einschränkungen. Wenn Sie Add-ons mit dynamischem oder " +"selbstmodifizierendem nativen Code verwenden, aktivieren Sie diese gemäß der " +"Dokumentation des Add-ons." -#, fuzzy msgid "Allow DYLD Environment Variables [4]_" -msgstr "Umgebungsvariablen" +msgstr "DYLD-Umgebungsvariablen zulassen [4]_" msgid "" "Allows app to uss dynamic linker environment variables to inject code. If " "you are using add-ons with dynamic or self-modifying native code, enable " "them according to the add-on documentation." msgstr "" +"Ermöglicht der Anwendung die Verwendung von dynamischen Linker-" +"Umgebungsvariablen zum Einfügen von Code. Wenn Sie Add-ons mit dynamischem " +"oder selbstmodifizierendem nativen Code verwenden, aktivieren Sie diese " +"gemäß der Dokumentation des Add-ons." msgid "Disable Library Validation" -msgstr "Bibliotheksprüfung deaktivieren" +msgstr "Bibliotheksvalidierung deaktivieren" msgid "" "Allows app to load arbitrary libraries and frameworks. Enable it if you are " "using GDExtension add-ons or ad-hoc signing, or want to support user-" "provided external add-ons." msgstr "" +"Erlaubt der Anwendung, beliebige Bibliotheken und Frameworks zu laden. " +"Aktivieren Sie dies, wenn Sie GDExtension-Add-ons oder Ad-hoc-Signierung " +"verwenden oder vom Benutzer bereitgestellte externe Add-ons unterstützen " +"möchten." msgid "Audio Input" msgstr "Audioeingang" @@ -358,6 +461,10 @@ msgid "" "it's enabled you should also provide usage message in the `privacy/" "microphone_usage_description` option." msgstr "" +"Aktivieren Sie diese Option, wenn Sie das Mikrofon oder andere Audio-" +"Eingangsquellen verwenden müssen. Wenn sie aktiviert ist, sollten Sie in der " +"Option `privacy/microphone_usage_description` auch eine Nutzungsmeldung " +"angeben." msgid "Camera" msgstr "Kamera" @@ -366,6 +473,9 @@ msgid "" "Enable if you need to use the camera, if it's enabled you should also " "provide usage message in the `privacy/camera_usage_description` option." msgstr "" +"Aktivieren Sie die Option, wenn Sie die Kamera verwenden müssen. Wenn sie " +"aktiviert ist, sollten Sie auch eine Nutzungsmeldung in der Option `privacy/" +"camera_usage_description` angeben." msgid "Location" msgstr "Ort" @@ -375,6 +485,10 @@ msgid "" "it's enabled you should also provide usage message in the `privacy/" "location_usage_description` option." msgstr "" +"Aktivieren Sie diese Option, wenn Sie Standortinformationen aus den " +"Standortdiensten verwenden müssen. Wenn sie aktiviert ist, sollten Sie in " +"der Option `privacy/location_usage_description` auch eine Nutzungsmeldung " +"angeben." msgid "Address Book" msgstr "Adressbuch" @@ -384,6 +498,10 @@ msgid "" "enabled you should also provide usage message in the `privacy/" "address_book_usage_description` option." msgstr "" +"[5]_ Aktivieren Sie diese Option, um den Zugriff auf die Kontakte im " +"Adressbuch des Benutzers zuzulassen. Wenn Sie diese Option aktivieren, " +"sollten Sie auch eine Nutzungsmeldung in der Option `privacy/" +"address_book_usage_description` angeben." msgid "Calendars" msgstr "Kalender" @@ -393,22 +511,31 @@ msgid "" "should also provide usage message in the `privacy/" "calendar_usage_description` option." msgstr "" +"[5]_ Aktivieren Sie diese Option, um den Zugriff auf den Kalender des " +"Benutzers zu ermöglichen. Wenn Sie diese Option aktivieren, sollten Sie in " +"der Option `privacy/calendar_usage_description` auch eine Nutzungsmeldung " +"angeben." -#, fuzzy msgid "Photo Library" -msgstr "Bestandsbibliothek (AssetLib)" +msgstr "Fotobibliothek" msgid "" "[5]_ Enable to allow access to the user's Photos library, if it's enabled " "you should also provide usage message in the `privacy/" "photos_library_usage_description` option." msgstr "" +"[5]_ Aktivieren Sie diese Option, um den Zugriff auf die Fotobibliothek des " +"Benutzers zu erlauben. Wenn Sie diese Option aktivieren, sollten Sie auch " +"eine Nachricht über die Verwendung in der Option `privacy/" +"photos_library_usage_description` angeben." msgid "Apple Events" -msgstr "Apple-Ereignisse" +msgstr "Apple-Events" msgid "[5]_ Enable to allow app to send Apple events to other apps." msgstr "" +"[5]_ Aktivieren Sie diese Option, damit die Anwendung Apple-Events an andere " +"Anwendungen senden kann." msgid "Debugging" msgstr "Debugging" @@ -418,23 +545,33 @@ msgid "" "(GDB, LLDB) with the exported app. This entitlement should be disabled for " "production export." msgstr "" +"[6]_ Sie können diese Berechtigung vorübergehend aktivieren, um den nativen " +"Debugger (GDB, LLDB) mit der exportierten Anwendung zu verwenden. Diese " +"Berechtigung sollte für den Produktionsexport deaktiviert werden." msgid "" "The ``Allow JIT Code Execution``, ``Allow Unsigned Executable Memory`` and " "``Allow DYLD Environment Variables`` entitlements are always enabled for the " "Godot Mono exports, and are not visible in the export options." msgstr "" +"Die Berechtigungen ``JIT-Code-Ausführung zulassen``, ``Unsigned Executable " +"Memory zulassen`` und ``DYLD-Umgebungsvariablen zulassen`` sind für die " +"Godot-Mono-Exporte immer aktiviert und in den Exportoptionen nicht sichtbar." msgid "" "These features aren't supported by Godot out of the box, enable them only if " "you are using add-ons which require them." msgstr "" +"Diese Features werden von Godot nicht von Haus aus unterstützt. Aktivieren " +"Sie sie nur, wenn Sie Add-ons verwenden, die sie benötigen." msgid "To notarize an app, you must disable the ``Debugging`` entitlement." msgstr "" +"Um eine Anwendung zu notarisieren, müssen Sie die Berechtigung ``Debugging`` " +"deaktivieren." msgid "App Sandbox Entitlement" -msgstr "" +msgstr "App Sandbox-Berechtigung" msgid "" "The App Sandbox restricts access to user data, networking and devices. " @@ -444,100 +581,131 @@ msgid "" "developer.apple.com/documentation/security/app_sandbox?language=objc>`__ for " "more info." msgstr "" +"Die App-Sandbox schränkt den Zugriff auf Benutzerdaten, Netzwerke und Geräte " +"ein. Apps in der Sandbox können nicht auf den größten Teil des Dateisystems " +"zugreifen, können keine benutzerdefinierten Dateidialoge verwenden und " +"führen Binärdateien (mit ``OS.execute`` und ``OS.create_process``) außerhalb " +"des ``. app``-Bundles aus. Siehe `App Sandbox `__ für weitere " +"Informationen." msgid "" "To distribute an app through the App Store, you must enable the App Sandbox." msgstr "" +"Um eine App über den App Store zu vertreiben, müssen Sie die App Sandbox " +"aktivieren." msgid "Enabled" msgstr "Aktiviert" msgid "Enables App Sandbox." -msgstr "" +msgstr "Aktiviert die App-Sandbox." msgid "Network Server" msgstr "Netzwerk-Server" msgid "Enable to allow app to listen for incoming network connections." msgstr "" +"Aktivieren Sie diese Option, damit die Anwendung auf eingehende " +"Netzwerkverbindungen warten kann." msgid "Network Client" msgstr "Netzwerk-Client" msgid "Enable to allow app to establish outgoing network connections." msgstr "" +"Aktivieren Sie diese Option, damit die Anwendung ausgehende " +"Netzwerkverbindungen herstellen kann." msgid "Device USB" -msgstr "USB-Gerät" +msgstr "Gerät USB" msgid "" "Enable to allow app to interact with USB devices. This entitlement is " "required to use wired controllers." msgstr "" +"Aktivieren Sie diese Option, damit die App mit USB-Geräten interagieren " +"kann. Diese Berechtigung ist für die Verwendung von kabelgebundenen " +"Controllern erforderlich." msgid "Device Bluetooth" -msgstr "Bluetooth-Gerät" +msgstr "Gerät Bluetooth" msgid "" "Enable to allow app to interact with Bluetooth devices. This entitlement is " "required to use wireless controllers." msgstr "" +"Aktivieren Sie diese Option, damit die App mit Bluetooth-Geräten " +"interagieren kann. Diese Berechtigung ist für die Verwendung von drahtlosen " +"Controllern erforderlich." -#, fuzzy msgid "Files Downloads [7]_" -msgstr "Dateistruktur" +msgstr "Dateien Downloads [7]_" msgid "Allows read or write access to the user's \"Downloads\" folder." msgstr "" +"Ermöglicht den Lese- oder Schreibzugriff auf den Ordner \"Downloads\" des " +"Benutzers." -#, fuzzy msgid "Files Pictures [7]_" -msgstr "Dateistruktur" +msgstr "Dateien Bilder [7]_" msgid "Allows read or write access to the user's \"Pictures\" folder." msgstr "" +"Ermöglicht den Lese- oder Schreibzugriff auf den Ordner \"Bilder\" des " +"Benutzers." -#, fuzzy msgid "Files Music [7]_" -msgstr "Dateistruktur" +msgstr "Dateien Musik [7]_" msgid "Allows read or write access to the user's \"Music\" folder." msgstr "" +"Ermöglicht den Lese- oder Schreibzugriff auf den Ordner \"Musik\" des " +"Benutzers." -#, fuzzy msgid "Files Movies [7]_" -msgstr "Dateistruktur" +msgstr "Dateien Filme [7]_" msgid "Allows read or write access to the user's \"Movies\" folder." msgstr "" +"Ermöglicht den Lese- oder Schreibzugriff auf den Ordner \"Filme\" des " +"Benutzers." -#, fuzzy msgid "Files User Selected [7]_" -msgstr "Auswahl löschen" +msgstr "Dateien Benutzerdefiniert [7]_" msgid "" "Allows read or write access to arbitrary folder. To gain access, a folder " "must be selected from the native file dialog by the user." msgstr "" +"Erlaubt Lese- oder Schreibzugriff auf beliebige Ordner. Um Zugriff zu " +"erhalten, muss der Benutzer einen Ordner aus dem nativen Dateidialog " +"auswählen." -#, fuzzy msgid "Helper Executable" -msgstr "ausführbar" +msgstr "Helfer Ausführbare Datei" msgid "" "List of helper executables to embedded to the app bundle. Sandboxed app are " "limited to execute only these executable." msgstr "" +"Liste der ausführbaren Hilfsprogramme, die in das App-Bundle eingebettet " +"werden. Sandbox-Apps können nur diese ausführbaren Dateien ausführen." msgid "" "You can optionally provide usage messages for various folders in the " "`privacy/*_folder_usage_description` options." msgstr "" +"Sie können in den Optionen `privacy/*_folder_usage_description` optional " +"Nutzungsmeldungen für verschiedene Ordner angeben." msgid "" "You can override default entitlements by selecting custom entitlements file, " "in this case all other entitlement are ignored." msgstr "" +"Sie können die Standardberechtigungen außer Kraft setzen, indem Sie eine " +"benutzerdefinierte Berechtigungsdatei auswählen; in diesem Fall werden alle " +"anderen Berechtigungen ignoriert." msgid "Environment variables" msgstr "Umgebungsvariablen" @@ -547,72 +715,72 @@ msgid "" "outside of the editor. During the export process, these override the values " "that you set in the export menu." msgstr "" +"Sie können die folgenden Umgebungsvariablen verwenden, um Exportoptionen " +"außerhalb des Editors festzulegen. Während des Exportvorgangs überschreiben " +"diese die Werte, die Sie im Exportmenü festgelegt haben." -#, fuzzy msgid "macOS export environment variables" -msgstr "Umgebungsvariablen" +msgstr "macOS Export-Umgebungsvariablen" -#, fuzzy msgid "Export option" -msgstr "Exportoptionen" +msgstr "Export-Option" -#, fuzzy msgid "Environment variable" -msgstr "Umgebungsvariablen" +msgstr "Umgebungsvariable" msgid "Encryption / Encryption Key" -msgstr "" +msgstr "Verschlüsselung / Verschlüsselungsschlüssel" msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" -msgstr "" +msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgid "Options / Codesign / Certificate File" -msgstr "" +msgstr "Optionen / Codesign / Zertifikatsdatei" msgid "``GODOT_MACOS_CODESIGN_CERTIFICATE_FILE``" -msgstr "" +msgstr "``GODOT_MACOS_CODESIGN_CERTIFICATE_FILE``" msgid "Options / Codesign / Certificate Password" -msgstr "" +msgstr "Optionen / Codesign / Zertifikatspasswort" msgid "``GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD``" -msgstr "" +msgstr "``GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD``" msgid "Options / Codesign / Provisioning Profile" -msgstr "" +msgstr "Optionen / Codesign / Bereitstellungsprofil" msgid "``GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE``" -msgstr "" +msgstr "``GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE``" msgid "Options / Notarization / API UUID" -msgstr "" +msgstr "Optionen / Notarisierung / API UUID" msgid "``GODOT_MACOS_NOTARIZATION_API_UUID``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_API_UUID``" msgid "Options / Notarization / API Key" -msgstr "" +msgstr "Optionen / Notarisierung / API-Schlüssel" msgid "``GODOT_MACOS_NOTARIZATION_API_KEY``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_API_KEY``" msgid "Options / Notarization / API Key ID" -msgstr "" +msgstr "Optionen / Notarisierung / API-Schlüssel-ID" msgid "``GODOT_MACOS_NOTARIZATION_API_KEY_ID``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_API_KEY_ID``" msgid "Options / Notarization / Apple ID Name" -msgstr "" +msgstr "Optionen / Notarisierung / Apple ID-Name" msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME``" msgid "Options / Notarization / Apple ID Password" -msgstr "" +msgstr "Optionen / Notarisierung / Apple ID-Passwort" msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" msgid "Translation status" msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po index a9587d1e3f..9a063fcb8a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine 4.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2023-11-29 23:14+0100\n" +"POT-Creation-Date: 2024-02-27 19:04+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,8 +25,10 @@ msgid "" "looking to compile editor or export template binaries from source instead, " "read :ref:`doc_compiling_for_web`." msgstr "" +"Diese Seite beschreibt, wie man ein Godot-Projekt nach HTML5 exportiert. " +"Wenn Sie stattdessen Editor- oder Exportvorlagen-Binärdateien aus dem " +"Quellcode kompilieren möchten, lesen Sie :ref:`doc_compiling_for_web`." -#, fuzzy msgid "" "HTML5 export allows publishing games made in Godot Engine to the browser. " "This requires support for `WebAssembly `__, `WebGL " @@ -34,25 +36,30 @@ msgid "" "developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/" "SharedArrayBuffer>`_ in the user's browser." msgstr "" -"Der HTML5-Export ermöglicht die Veröffentlichung von in Godot Engine " -"erstellten Spielen im Browser. Dies erfordert die Unterstützung von " -"`WebAssembly `__ und `WebGL `__ im Browser des Benutzers." +"Der HTML5-Export ermöglicht die Veröffentlichung von Spielen im Browser, die " +"in der Godot Engine erstellt wurden. Dies erfordert Unterstützung für " +"`WebAssembly `__, `WebGL `__ und `SharedArrayBuffer `_ im Browser des " +"Benutzers." msgid "" "Projects written in C# using Godot 4 currently cannot be exported to the " "web. To use C# on web platforms, use Godot 3 instead." msgstr "" +"Projekte, die in C# mit Godot 4 geschrieben wurden, können derzeit nicht ins " +"Web exportiert werden. Für die Verwendung von C# auf Web-Plattformen sollten " +"Sie stattdessen Godot 3 verwenden." -#, fuzzy msgid "" "Use the browser-integrated developer console, usually opened with :kbd:`F12` " "(:kbd:`Cmd + Option + I` on macOS), to view **debug information** like " "JavaScript, engine, and WebGL errors." msgstr "" "Verwenden Sie die in den Browser integrierte Entwicklerkonsole, die " -"normalerweise mit :kbd:`F12` geöffnet wird, um **Debug-Informationen** wie " -"JavaScript-, Engine- und WebGL-Fehler anzuzeigen." +"normalerweise mit :kbd:`F12` (:kbd:`Cmd + Option + I` unter macOS) geöffnet " +"wird, um **Debug-Informationen** wie JavaScript-, Engine- und WebGL-Fehler " +"anzuzeigen." msgid "" "Godot 4's HTML5 exports currently cannot run on macOS and iOS due to " @@ -61,22 +68,32 @@ msgid "" "native export functionality instead, as it will also result in better " "performance." msgstr "" +"Die HTML5-Exporte von Godot 4 können derzeit aufgrund von Upstream-Fehlern " +"mit SharedArrayBuffer und WebGL 2.0 nicht auf macOS und iOS ausgeführt " +"werden. Wir empfehlen, stattdessen die nativen Exportfunktionen :ref:`macOS " +"` und :ref:`iOS ` zu " +"verwenden, da diese auch eine bessere Performance bieten." msgid "" "Godot 3's HTML5 exports are more compatible with various browsers in " "general, especially when using the GLES2 rendering backend (which only " "requires WebGL 1.0)." msgstr "" +"Die HTML5-Exporte von Godot 3 sind im Allgemeinen besser mit verschiedenen " +"Browsern kompatibel, insbesondere bei Verwendung des GLES2-Rendering-" +"Backends (das nur WebGL 1.0 erfordert)." -#, fuzzy msgid "WebGL version" -msgstr "Godot Versionsangabe" +msgstr "WebGL-Version" msgid "" "Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility " "rendering method). There is no stable way to run Vulkan applications on the " "web yet." msgstr "" +"Godot 4.0 und spätere Versionen können nur WebGL 2.0 (unter Verwendung der " +"Kompatibilitäts-Rendering-Methode) ansteuern. Es gibt noch keine stabile " +"Möglichkeit, Vulkan-Anwendungen im Web auszuführen." msgid "" "See `Can I use WebGL 2.0 `__ for a list of " @@ -84,6 +101,11 @@ msgid "" "with WebGL 2.0 support that other browsers don't have, so we recommend using " "a Chromium-based browser or Firefox if possible." msgstr "" +"Eine Liste der Browser-Versionen, die WebGL 2.0 unterstützen, finden Sie " +"unter `Kann ich WebGL 2.0 verwenden `__. " +"Beachten Sie, dass Safari einige Probleme mit der Unterstützung von WebGL " +"2.0 hat, die andere Browser nicht haben. Wir empfehlen daher, wenn möglich " +"einen Chromium-basierten Browser oder Firefox zu verwenden." msgid "Export options" msgstr "Exportoptionen" @@ -95,21 +117,19 @@ msgid "" msgstr "" "Wenn eine ausführbare Web-Exportvorlage verfügbar ist, wird im Editor ein " "Button zwischen den Buttons *Szene stoppen* und *Bearbeitete Szene " -"abspielen* angezeigt, um das Spiel schnell im Standardbrowser zum Testen zu " +"abspielen* angezeigt, um das Spiel schnell im Default-Browser zum Testen zu " "öffnen." -#, fuzzy msgid "" "If you plan to use :ref:`VRAM compression ` make sure " "that **Vram Texture Compression** is enabled for the targeted platforms " "(enabling both **For Desktop** and **For Mobile** will result in a bigger, " "but more compatible export)." msgstr "" -"Wenn Sie :ref:`VRAM-Komprimierung ` verwenden möchten, " -"stellen Sie sicher, dass **Vram Texture Compression** für die " -"Zielplattformen aktiviert ist (wenn Sie sowohl **Für Desktop** als auch " -"**Für Mobile** aktivieren, ergibt sich ein größerer, aber kompatiblerer " -"Export)." +"Wenn Sie :ref:`VRAM-Komprimierung ` verwenden wollen, " +"stellen Sie sicher, dass **Vram-Texturkompression** für die Target-" +"Plattformen aktiviert ist (wenn Sie sowohl **Für Desktop** als auch **Für " +"Mobile** aktivieren, wird der Export größer, aber kompatibler)." msgid "" "If a path to a **Custom HTML shell** file is given, it will be used instead " @@ -124,7 +144,7 @@ msgid "" "HTML page. This allows to, for example, load webfonts and third-party " "JavaScript APIs, include CSS, or run JavaScript code." msgstr "" -"**Head Include** wird an das Element der generierten HTML-Seite " +"**Head Include** wird an das Element ```` der generierten HTML-Seite " "angehängt. Auf diese Weise können Sie beispielsweise Webfonts und JavaScript-" "APIs von Drittanbietern laden, CSS hinzufügen oder JavaScript-Code ausführen." @@ -177,11 +197,11 @@ msgid "" "``iframe``, **third-party** cookies must also be enabled. Incognito/private " "browsing mode also prevents persistence." msgstr "" -"Benutzer müssen **Cookies zulassen** (insbesondere IndexedDB) wenn das " -"Dateisystems ``user: //`` gewünscht wird. Wenn Sie ein Spiel spielen, das in " -"einem ``iframe`` präsentiert wird, müssen **Cookies von Drittanbietern** " -"ebenfalls aktiviert sein. Der Inkognito bzw. Privat-Modus verhindert auch " -"diese Datennutzung." +"Benutzer müssen **Cookies** (insbesondere IndexedDB) zulassen, wenn die " +"Beständigkeit des ``user://``-Dateisystems gewünscht ist. Beim Spielen eines " +"Spiels, das in einem ``iframe`` präsentiert wird, müssen **Cookies von " +"Drittanbietern** ebenfalls zugelassen werden. Der Inkognito/Private-Browsing-" +"Modus verhindert ebenfalls die Beständigkeit." msgid "" "The method ``OS.is_userfs_persistent()`` can be used to check if the " @@ -189,12 +209,11 @@ msgid "" "cases." msgstr "" "Die Methode ``OS.is_userfs_persistent()`` kann verwendet werden um zu " -"überprüfen, ob das Dateisystem ``user: //`` nutzbar ist, kann aber in " -"einigen Fällen falsche Erfolgs-Ergebnisse liefern." +"überprüfen, ob das ``user: //``-Dateisystem nutzbar ist, kann aber in " +"einigen Fällen Falsch-Positive liefern." -#, fuzzy msgid "Background processing" -msgstr "Laden im Hintergrund" +msgstr "Hintergrundverarbeitung" msgid "" "The project will be paused by the browser when the tab is no longer the " @@ -204,12 +223,21 @@ msgid "" "cause networked games to disconnect if the user switches tabs for a long " "duration." msgstr "" +"Das Projekt wird vom Browser pausiert, wenn der Tab nicht mehr der aktive " +"Tab im Browser des Benutzers ist. Das bedeutet, daß Funktionen wie " +"``_process()`` und ``_physics_process()`` nicht mehr ausgeführt werden, bis " +"der Tab vom Benutzer wieder aktiv gemacht wird (durch Zurückschalten auf den " +"Tab). Dies kann dazu führen, daß Netzwerkspiele die Verbindung unterbrechen, " +"wenn der Benutzer für längere Zeit die Tabs wechselt." msgid "" "This limitation does not apply to unfocused browser *windows*. Therefore, on " "the user's side, this can be worked around by running the project in a " "separate *window* instead of a separate tab." msgstr "" +"Diese Einschränkung gilt nicht für nicht fokussierte Browser-*Fenster*. Auf " +"der Benutzerseite kann dies daher umgangen werden, indem das Projekt in " +"einem separaten *Fenster* statt in einem separaten Tab ausgeführt wird." msgid "Full screen and mouse capture" msgstr "Aufnahme des gesamten Bildschirms und der Maus" @@ -222,12 +250,13 @@ msgid "" "``_unhandled_input``. Querying the :ref:`class_Input` singleton is not " "sufficient, the relevant input event must currently be active." msgstr "" -"Browser erlauben keinen willkürlichen **Vollbildmodus**. Dasselbe gilt für " -"das **Erfassen des Cursors**. Stattdessen müssen diese Aktionen als Antwort " -"auf ein JavaScript-Eingabeereignis erfolgen. In Godot bedeutet dies den " -"Vollbildmodus aus einem gedrückten Eingabe-Ereignis-Callback wie ``_input`` " -"oder ``_unhandled_input``. Die Abfrage des :ref:`class_Input`-Singletons " -"reicht nicht aus, das entsprechende Eingabeereignis muss aktuell aktiv sein." +"Die Browser erlauben es nicht, willkürlich **den Vollbildmodus** zu " +"aktivieren. Dasselbe gilt für das **Erfassen des Cursors**. Stattdessen " +"müssen diese Aktionen als Antwort auf ein JavaScript-Eingabeereignis " +"erfolgen. In Godot bedeutet dies, den Vollbildmodus aus einem gedrückten " +"Eingabe-Ereignis-Callback wie ``_input`` oder ``_unhandled_input``. Die " +"Abfrage des :ref:`class_Input`-Singletons reicht nicht aus, das " +"entsprechende Eingabeereignis muss aktuell aktiv sein." msgid "" "For the same reason, the full screen project setting doesn't work unless the " @@ -235,9 +264,8 @@ msgid "" "ref:`customization of the HTML page `." msgstr "" "Aus dem gleichen Grund funktioniert die Vollbild-Projekteinstellung nur, " -"wenn die Engine in einem gültigen Eingabeereignishandler gestartet wird. " -"Dies erfordert eine :ref:`Anpassung der HTML-Seite " -"`." +"wenn die Engine in einem gültigen Eingabe-Event-Handler gestartet wird. Dies " +"erfordert eine :ref:`Anpassung der HTML-Seite `." msgid "Audio" msgstr "Audio" @@ -248,6 +276,11 @@ msgid "" "button to enable audio, for instance when displaying a splash screen at the " "start of your game." msgstr "" +"Einige Browser schränken die automatische Wiedergabe von Audio auf Websites " +"ein. Die einfachste Möglichkeit, diese Einschränkung zu umgehen, besteht " +"darin, den Spieler aufzufordern, einen Button anzuklicken, zu berühren oder " +"eine Taste zu drücken, um den Ton zu aktivieren, z.B. wenn ein " +"Startbildschirm zu Beginn des Spiels angezeigt wird." msgid "" "Google offers additional information about their `Web Audio autoplay " @@ -263,6 +296,9 @@ msgid "" "Play Policy Changes for macOS `__." msgstr "" +"Das Safari-Team von Apple hat außerdem zusätzliche Informationen über die " +"`Änderungen der Auto-Play-Richtlinie für macOS `__ veröffentlicht." msgid "" "Access to microphone requires a :ref:`secure context " @@ -272,7 +308,7 @@ msgstr "" "`." msgid "Networking" -msgstr "Netzwerke" +msgstr "Netzwerkfunktionen" msgid "" "Low level networking is not implemented due to lacking support in browsers." @@ -303,10 +339,10 @@ msgid "" "Cannot progress more than once per frame, so polling in a loop will freeze" msgstr "" "Der Fortschritt kann nicht mehr als einmal pro Frame ausgeführt werden, " -"sodass die Abfrage in einer Schleife einfriert" +"sodass Polling in einer Schleife zum Einfrieren führt" msgid "No chunked responses" -msgstr "Keine zerstückelten Antworten" +msgstr "Keine Chunked Responses" msgid "Host verification cannot be disabled" msgstr "Die Host-Verifizierung kann nicht deaktiviert werden" @@ -328,7 +364,7 @@ msgid "" "nature might not be reliable when accessed from GDScript." msgstr "" "Die Synchronisierung der Zwischenablage zwischen der Engine und dem " -"Betriebssystem erfordert einen Browser, der die `Clipboard API `__ unterstützt, " "außerdem kann es aufgrund der asynchronen Natur der API sein, dass der " "Zugriff von GDScript aus nicht zuverlässig ist." @@ -338,7 +374,7 @@ msgstr "" "Erfordert einen :ref:`sicheren Kontext `." msgid "Gamepads" -msgstr "Game pads" +msgstr "Gamepads" msgid "" "Gamepads will not be detected until one of their button is pressed. Gamepads " @@ -356,14 +392,14 @@ msgstr "" "eine Neuzuordnung auf Basis von Modell/Hersteller/OS erforderlich sind." msgid "Boot splash is not displayed" -msgstr "Boot Splash wird nicht angezeigt" +msgstr "Boot-Splash wird nicht angezeigt" msgid "" "The default HTML page does not display the boot splash while loading. " "However, the image is exported as a PNG file, so :ref:`custom HTML pages " "` can display it." msgstr "" -"Auf der Standard-HTML-Seite wird beim Laden kein Boot Splash angezeigt. Das " +"Auf der Default-HTML-Seite wird beim Laden kein Boot Splash angezeigt. Das " "Bild wird jedoch als PNG-Datei exportiert, sodass :ref:`benutzerdefinierte " "HTML-Seiten ` es anzeigen können." @@ -388,29 +424,39 @@ msgid "" "`, while also requiring the following CORS " "headers to be set when serving the files:" msgstr "" +"Um eine niedrige Audio-Latenz und die Fähigkeit zur Verwendung von :ref:" +"`class_Thread` in Web-Exporten zu gewährleisten, verwenden Godot 4-Web-" +"Exporte immer `SharedArrayBuffer `__. Dies " +"erfordert einen :ref:`sicheren Kontext `, " +"wobei auch die folgenden CORS-Header beim Servieren der Dateien gesetzt " +"werden müssen:" msgid "" "If you don't control the web server or are unable to add response headers, " "use `coi-serviceworker `__ as " "a workaround." msgstr "" +"Wenn Sie keine Kontrolle über den Webserver haben oder nicht in der Lage " +"sind, Response-Header hinzuzufügen, verwenden Sie `coi-serviceworker " +"`__ als Workaround." msgid "" "If the client doesn't receive the required response headers, **the project " "will not run**." msgstr "" +"Wenn der Client die erforderlichen Antwort-Header nicht erhält, wird **das " +"Projekt nicht ausgeführt**." -#, fuzzy msgid "" "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache " "servers and can be renamed to e.g. ``index.html`` at any time. Its name is " "never depended on by default." msgstr "" -"Die generierte ``.html`` Datei kann als ``Verzeichnisindex`` in Apache-" -"Servern verwendet werden und kann jederzeit in z.B. ``index.html`` umbenannt " -"werden, ihr Name ist standardmäßig nie davon abhängig." +"Die erzeugte ``.html``-Datei kann als ``DirectoryIndex`` in Apache-Servern " +"verwendet werden und kann jederzeit in z.B. ``index.html`` umbenannt werden. " +"Auf ihren Namen wird standardmäßig nie zurückgegriffen." -#, fuzzy msgid "" "The HTML page draws the game at maximum size within the browser window. This " "way, it can be inserted into an ``