Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2018-12-04 23:55:40 +01:00
parent 3d8c51f870
commit 999eb478ac
2017 changed files with 24267 additions and 13614 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -210,10 +210,11 @@ msgstr ""
"der Engine und zur Entwicklung von C++-Modulen oder Editor Plugins."
#: ../../docs/about/introduction.rst:85
#, fuzzy
msgid ""
"The :ref:`sec-community` gives information related to contributing to the "
"engine development and the life of its community, e.g. how to report bugs, "
"help with the documentation, etc. It also points to various community "
"The :ref:`sec-community` section gives information related to contributing "
"to the engine development and the life of its community, e.g. how to report "
"bugs, help with the documentation, etc. It also points to various community "
"channels like IRC and Discord and contains a list of recommended third-party "
"tutorials outside of this documentation."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -83,27 +83,33 @@ msgid ""
"current Gradle."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:34
#: ../../docs/development/compiling/compiling_for_android.rst:33
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:37
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:36
#: ../../docs/development/compiling/compiling_for_android.rst:39
msgid "Set the environment variable ANDROID_HOME to point to the Android SDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:39
#: ../../docs/development/compiling/compiling_for_android.rst:42
msgid ""
"Set the environment variable ANDROID_NDK_ROOT to point to the Android NDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:42
#: ../../docs/development/compiling/compiling_for_android.rst:45
msgid ""
"To set those environment variables on Windows, press Windows+R, type "
"\"control system\", then click on **Advanced system settings** in the left "
"pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:47
#: ../../docs/development/compiling/compiling_for_android.rst:50
msgid ""
"To set those environment variables on Unix (e.g. Linux, macOS), use ``export "
"ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/"
@@ -111,23 +117,11 @@ msgid ""
"path where Android SDK and Android NDK are placed on your PC."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:54
msgid "Toolchain"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:56
msgid ""
"We usually try to keep the Godot Android build code up to date, but Google "
"changes their toolchain versions often, so if compilation fails due to wrong "
"toolchain version, go to your NDK directory and check the current number, "
"then set the following environment variable:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
#: ../../docs/development/compiling/compiling_for_android.rst:57
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:68
#: ../../docs/development/compiling/compiling_for_android.rst:59
msgid ""
"Godot needs two export templates for Android: the optimized \"release\" "
"template (`android_release.apk`) and the debug version (`android_debug."
@@ -135,29 +129,29 @@ msgid ""
"the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:73
#: ../../docs/development/compiling/compiling_for_android.rst:64
msgid "Release template (used when exporting with \"Debugging Enabled\" OFF)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:81
#: ../../docs/development/compiling/compiling_for_android.rst:72
msgid ""
"(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:83
#: ../../docs/development/compiling/compiling_for_android.rst:97
#: ../../docs/development/compiling/compiling_for_android.rst:74
#: ../../docs/development/compiling/compiling_for_android.rst:88
msgid "The resulting APK is in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89
#: ../../docs/development/compiling/compiling_for_android.rst:80
msgid "Debug template (used when exporting with \"Debugging Enabled\" ON)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
#: ../../docs/development/compiling/compiling_for_android.rst:95
msgid "Faster compilation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:106
#: ../../docs/development/compiling/compiling_for_android.rst:97
msgid ""
"If you are on Unix or installed PyWin32 on Windows and have multiple CPU "
"cores available, you can speed up the compilation by adding the ``-jX`` "
@@ -165,40 +159,40 @@ msgid ""
"want to allocate to the compilation, e.g. ``scons -j4``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:113
#: ../../docs/development/compiling/compiling_for_android.rst:104
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:115
#: ../../docs/development/compiling/compiling_for_android.rst:106
msgid ""
"If you also want to include support for x86 devices, run the scons command a "
"second time with the ``android_arch=x86`` argument before building the APK "
"with Gradle. For example for the release template:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:127
#: ../../docs/development/compiling/compiling_for_android.rst:118
msgid ""
"This will create a fat binary that works in both platforms, but will add "
"about 6 megabytes to the APK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:131
#: ../../docs/development/compiling/compiling_for_android.rst:178
#: ../../docs/development/compiling/compiling_for_android.rst:122
#: ../../docs/development/compiling/compiling_for_android.rst:169
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:133
#: ../../docs/development/compiling/compiling_for_android.rst:124
msgid ""
"It might be necessary to clean the build cache between two APK compilations, "
"as some users have reported issues when building the two export templates "
"one after the other."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:138
#: ../../docs/development/compiling/compiling_for_android.rst:129
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:140
#: ../../docs/development/compiling/compiling_for_android.rst:131
msgid ""
"As export templates for Android, Godot needs release and debug APKs that "
"were compiled against the same version/commit as the editor. If you are "
@@ -206,40 +200,40 @@ msgid ""
"export templates, or to build your own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:145
#: ../../docs/development/compiling/compiling_for_android.rst:136
msgid ""
"When exporting your game, Godot opens the APK, changes a few things inside "
"and adds your files."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:149
#: ../../docs/development/compiling/compiling_for_android.rst:140
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:151
#: ../../docs/development/compiling/compiling_for_android.rst:142
msgid ""
"The newly-compiled templates (android_debug.apk and android_release.apk) "
"must be copied to Godot's templates folder with their respective names. The "
"templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:155
#: ../../docs/development/compiling/compiling_for_android.rst:146
msgid ""
"Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates"
"\\[version]\\``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:156
#: ../../docs/development/compiling/compiling_for_android.rst:147
msgid "Linux: ``/home/[username]/.local/share/godot/templates/[version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:157
#: ../../docs/development/compiling/compiling_for_android.rst:148
msgid ""
"macOS: ``/Users/[username]/Library/Application Support/Godot/templates/"
"[version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:159
#: ../../docs/development/compiling/compiling_for_android.rst:150
msgid ""
"``[version]`` is of the form ``major.minor[.patch].status`` using values "
"from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` "
@@ -247,131 +241,131 @@ msgid ""
"``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:166
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:172
#: ../../docs/development/compiling/compiling_for_android.rst:163
msgid ""
"You don't even need to copy them, you can just reference the resulting file "
"in the ``bin\\`` directory of your Godot source folder, so that the next "
"time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:181
#: ../../docs/development/compiling/compiling_for_android.rst:172
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:183
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid ""
"Android might complain the application is not correctly installed. If so, "
"check the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:186
#: ../../docs/development/compiling/compiling_for_android.rst:177
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:187
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid "Check that jarsigner is from JDK 6, 7 or 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:189
#: ../../docs/development/compiling/compiling_for_android.rst:180
msgid "If it still fails, open a command line and run logcat:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:195
#: ../../docs/development/compiling/compiling_for_android.rst:186
msgid ""
"And check the output while the application is installed. Reason for failure "
"should be presented there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:198
#: ../../docs/development/compiling/compiling_for_android.rst:189
msgid "Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:201
#: ../../docs/development/compiling/compiling_for_android.rst:192
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:203
#: ../../docs/development/compiling/compiling_for_android.rst:194
msgid ""
"If the application runs but exits immediately, there might be one of the "
"following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:206
#: ../../docs/development/compiling/compiling_for_android.rst:197
msgid ""
"Make sure to use export templates that match your editor version; if you use "
"a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
#: ../../docs/development/compiling/compiling_for_android.rst:199
msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:209
#: ../../docs/development/compiling/compiling_for_android.rst:200
msgid "Device does not support armv7 (try compiling yourself for armv6)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:210
#: ../../docs/development/compiling/compiling_for_android.rst:201
msgid "Device is Intel, and apk is compiled for ARM."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:212
#: ../../docs/development/compiling/compiling_for_android.rst:203
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:215
#: ../../docs/development/compiling/compiling_for_android.rst:206
msgid "Compilation fails"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:217
#: ../../docs/development/compiling/compiling_for_android.rst:208
msgid ""
"On Linux systems with Kernel version 4.3 or newer, compilation may fail with "
"the error \"pthread_create failed: Resource temporarily unavailable.\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
#: ../../docs/development/compiling/compiling_for_android.rst:211
msgid ""
"This is because of a change in the way Linux limits thread creation. But you "
"can change those limits through the command line. Please read this section "
"thoroughly before beginning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:224
#: ../../docs/development/compiling/compiling_for_android.rst:215
msgid ""
"First open a terminal, then begin compilation as usual (it may be a good "
"idea to run a --clean first). While compiling enter the following in your "
"terminal:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:232
#: ../../docs/development/compiling/compiling_for_android.rst:223
msgid ""
"The output should list a scons process, with its PID as the first number in "
"the output. For example the PID 1077 in the output shown below:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:240
#: ../../docs/development/compiling/compiling_for_android.rst:231
msgid ""
"Now you can use another command to increase the number of processes that "
"scons is allowed to spawn. You can check its current limits with:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:247
#: ../../docs/development/compiling/compiling_for_android.rst:238
msgid "You can increase those limits with the command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:253
#: ../../docs/development/compiling/compiling_for_android.rst:244
msgid ""
"Obviously you should substitute the scons PID output by top and a limits "
"that you think suitable. These are in the form --nproc=soft:hard where soft "
"must be lesser than or equal to hard. See the man page for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:258
#: ../../docs/development/compiling/compiling_for_android.rst:249
msgid ""
"If all went well, and you entered the prlimit command while scons was "
"running, then your compilation should continue without the error."

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -35,33 +35,39 @@ msgstr ""
msgid "Xcode with the iOS SDK and the command line tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:16
#: ../../docs/development/compiling/compiling_for_ios.rst:15
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:19
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:18
#: ../../docs/development/compiling/compiling_for_ios.rst:21
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:24
#: ../../docs/development/compiling/compiling_for_ios.rst:27
msgid "for a debug build, or:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:30
#: ../../docs/development/compiling/compiling_for_ios.rst:33
msgid ""
"for a release build (check ``platform/iphone/detect.py`` for the compiler "
"flags used for each configuration)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:33
#: ../../docs/development/compiling/compiling_for_ios.rst:36
msgid "Alternatively, you can run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:39
#: ../../docs/development/compiling/compiling_for_ios.rst:42
msgid "for a Simulator executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:41
#: ../../docs/development/compiling/compiling_for_ios.rst:44
msgid ""
"Additionally since some time Apple requires 64 bit version of application "
"binary when you are uploading to iStore. The best way to provide these is to "
@@ -72,17 +78,17 @@ msgid ""
"following commands:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:53
#: ../../docs/development/compiling/compiling_for_ios.rst:56
msgid "Run"
msgstr "Ausführen"
#: ../../docs/development/compiling/compiling_for_ios.rst:55
#: ../../docs/development/compiling/compiling_for_ios.rst:58
msgid ""
"To run on a device or simulator, follow these instructions: :ref:"
"`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:58
#: ../../docs/development/compiling/compiling_for_ios.rst:61
msgid ""
"Replace or add your executable to the Xcode project, and change the "
"\"executable name\" property on Info.plist accordingly if you use an "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -42,34 +42,40 @@ msgstr ""
msgid "Xcode (or the more lightweight Command Line Tools for Xcode)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:19
#: ../../docs/development/compiling/compiling_for_osx.rst:18
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:22
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:21
#: ../../docs/development/compiling/compiling_for_osx.rst:24
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:27
#: ../../docs/development/compiling/compiling_for_osx.rst:30
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:32
#: ../../docs/development/compiling/compiling_for_osx.rst:35
msgid ""
"To create an .app like in the official builds, you need to use the template "
"located in ``misc/dist/osx_tools.app``. Typically, for a \".64\" optimised "
"binary built with `scons p=osx target=release_debug`:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:44
#: ../../docs/development/compiling/compiling_for_osx.rst:47
msgid "Compiling for 32 and 64-bit"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:46
#: ../../docs/development/compiling/compiling_for_osx.rst:49
msgid ""
"All macOS versions after 10.6 are 64-bit exclusive, so the executable will "
"be a \".64\" file by default for most users. If you would like to compile a "
@@ -77,11 +83,11 @@ msgid ""
"specifying the bits in the scons command like so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:56
#: ../../docs/development/compiling/compiling_for_osx.rst:59
msgid "Cross-compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:58
#: ../../docs/development/compiling/compiling_for_osx.rst:61
msgid ""
"It is possible to compile for macOS in a Linux environment (and maybe also "
"in Windows with Cygwin). For that you will need `OSXCross <https://github."
@@ -89,37 +95,37 @@ msgid ""
"follow the instructions to install it:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:63
#: ../../docs/development/compiling/compiling_for_osx.rst:66
msgid ""
"Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>` "
"somewhere on your machine (or download a zip file and extract it somewhere), "
"e.g.:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:71
#: ../../docs/development/compiling/compiling_for_osx.rst:74
msgid ""
"Follow the instructions to package the SDK: https://github.com/tpoechtrager/"
"osxcross#packaging-the-sdk"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:73
#: ../../docs/development/compiling/compiling_for_osx.rst:76
msgid ""
"Follow the instructions to install OSXCross: https://github.com/tpoechtrager/"
"osxcross#installation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:76
#: ../../docs/development/compiling/compiling_for_osx.rst:79
msgid ""
"After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the "
"OSXCross installation (the same place where you cloned the repository/"
"extracted the zip), e.g.:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:84
#: ../../docs/development/compiling/compiling_for_osx.rst:87
msgid "Now you can compile with SCons like you normally would:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:90
#: ../../docs/development/compiling/compiling_for_osx.rst:93
msgid ""
"If you have an OSXCross SDK version different from the one expected by the "
"SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -46,65 +46,71 @@ msgid ""
"(default) branch. Keep it in a path without spaces to avoid problems."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:21
#: ../../docs/development/compiling/compiling_for_uwp.rst:20
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:24
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:23
#: ../../docs/development/compiling/compiling_for_uwp.rst:26
msgid ""
"You need to open a proper Visual Studio prompt for the target architecture "
"you want to build. Check :ref:`doc_compiling_for_windows` to see how these "
"prompts work."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:27
#: ../../docs/development/compiling/compiling_for_uwp.rst:30
msgid ""
"There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) "
"and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with "
"``x86_arm`` or ``amd64_arm`` as argument to set the environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:31
#: ../../docs/development/compiling/compiling_for_uwp.rst:34
msgid ""
"Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE "
"source code. The build process will also build ANGLE to produce the required "
"DLLs for the selected architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:35
#: ../../docs/development/compiling/compiling_for_uwp.rst:38
msgid ""
"Once you're set, run the SCons command similarly to the other platforms::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:40
#: ../../docs/development/compiling/compiling_for_uwp.rst:43
msgid "Creating UWP export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:42
#: ../../docs/development/compiling/compiling_for_uwp.rst:45
msgid ""
"To export using the editor you need to properly build package the templates. "
"You need all three architectures with ``debug`` and ``release`` templates to "
"be able to export."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:46
#: ../../docs/development/compiling/compiling_for_uwp.rst:49
msgid ""
"Open the command prompt for one architecture and run SCons twice (once for "
"each target)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:52
#: ../../docs/development/compiling/compiling_for_uwp.rst:55
msgid "Repeat for the other architectures."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:54
#: ../../docs/development/compiling/compiling_for_uwp.rst:57
msgid ""
"In the end your ``bin`` folder will have the ``.exe`` binaries with a name "
"like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/"
"arch)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:58
#: ../../docs/development/compiling/compiling_for_uwp.rst:61
msgid ""
"Copy one of these to ``misc/dist/uwp_template`` inside the Godot source "
"folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source, "
@@ -113,13 +119,13 @@ msgid ""
"putting them along with the executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:64
#: ../../docs/development/compiling/compiling_for_uwp.rst:67
msgid ""
"Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting "
"Zip according to the target/architecture of the template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:74
#: ../../docs/development/compiling/compiling_for_uwp.rst:77
msgid ""
"Move those templates to the ``[versionstring]\\templates`` folder in Godot "
"settings path, where `versionstring` is the version of Godot you have "
@@ -128,11 +134,11 @@ msgid ""
"\"Custom Package\" property in the export window."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:81
#: ../../docs/development/compiling/compiling_for_uwp.rst:84
msgid "Running UWP apps with Visual Studio"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:83
#: ../../docs/development/compiling/compiling_for_uwp.rst:86
msgid ""
"If you want to debug the UWP port or simply run your apps without packaging "
"and signing, you can deploy and launch them using Visual Studio. It might be "
@@ -140,14 +146,14 @@ msgid ""
"Xbox One."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:88
#: ../../docs/development/compiling/compiling_for_uwp.rst:91
msgid ""
"Within the ANGLE source folder, open ``templates`` and double-click the "
"``install.bat`` script file. This will install the Visual Studio project "
"templates for ANGLE apps."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:92
#: ../../docs/development/compiling/compiling_for_uwp.rst:95
msgid ""
"If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` "
"solution from the ANGLE source and build it to Release/Win32 target. You may "
@@ -155,14 +161,14 @@ msgid ""
"use MSBuild if you're comfortable with the command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:97
#: ../../docs/development/compiling/compiling_for_uwp.rst:100
msgid ""
"Create a new Windows App project using the \"App for OpenGL ES (Windows "
"Universal)\" project template, which can be found under the ``Visual C++/"
"Windows/Universal`` category."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:101
#: ../../docs/development/compiling/compiling_for_uwp.rst:104
msgid ""
"This is a base project with the ANGLE dependencies already set up. However, "
"by default it picks the debug version of the DLLs which usually have poor "
@@ -171,14 +177,14 @@ msgid ""
"``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:107
#: ../../docs/development/compiling/compiling_for_uwp.rst:110
msgid ""
"In the same \"Binaries\" filter, select \"Add > Existing Item\" and point to "
"the Godot executable for UWP you have. In the \"Properties\" window, set "
"\"Content\" to ``True`` so it's included in the project."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:111
#: ../../docs/development/compiling/compiling_for_uwp.rst:114
msgid ""
"Right-click the ``Package.appxmanifest`` file and select \"Open With... > "
"XML (Text) Editor\". In the ``Package/Applications/Application`` element, "
@@ -188,7 +194,7 @@ msgid ""
"Godot executable is correctly called when the app starts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:118
#: ../../docs/development/compiling/compiling_for_uwp.rst:121
msgid ""
"Create a folder (*not* a filter) called ``game`` in your Visual Studio "
"project folder and there you can put either a ``data.pck`` file or your "
@@ -197,7 +203,7 @@ msgid ""
"they're copied to the app."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:124
#: ../../docs/development/compiling/compiling_for_uwp.rst:127
msgid ""
"To ease the workflow, you can open the \"Solution Properties\" and in the "
"\"Configuration\" section untick the \"Build\" option for the app. You still "
@@ -206,7 +212,7 @@ msgid ""
"\" and selecting \"Build\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:130
#: ../../docs/development/compiling/compiling_for_uwp.rst:133
msgid ""
"Now you can just run the project and your app should open. You can use also "
"the \"Start Without Debugging\" from the \"Debug\" menu (Ctrl+F5) to make it "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,11 +45,17 @@ msgstr ""
msgid "`SCons <https://www.scons.org>`__ build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:20
#: ../../docs/development/compiling/compiling_for_web.rst:19
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:23
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:22
#: ../../docs/development/compiling/compiling_for_web.rst:25
msgid ""
"Before starting, confirm that the Emscripten configuration file exists and "
"specifies all settings correctly. This file is available as ``~/."
@@ -59,7 +65,7 @@ msgid ""
"when starting Emscripten's ``emcc`` program if the file doesn't exist."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:29
#: ../../docs/development/compiling/compiling_for_web.rst:32
msgid ""
"Open a terminal and navigate to the root directory of the engine source "
"code. Then instruct SCons to build the JavaScript platform. Specify "
@@ -67,14 +73,14 @@ msgid ""
"for a debug build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:36
#: ../../docs/development/compiling/compiling_for_web.rst:39
msgid ""
"By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be "
"built into the engine. Since ``eval()`` calls can be a security concern, the "
"``javascript_eval`` option can be used to build without the singleton::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:43
#: ../../docs/development/compiling/compiling_for_web.rst:46
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 "
@@ -82,21 +88,21 @@ msgid ""
"zip`` for debug."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:48
#: ../../docs/development/compiling/compiling_for_web.rst:51
msgid ""
"Finally, rename the zip archive to ``webassembly_release.zip`` for the "
"release template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:53
#: ../../docs/development/compiling/compiling_for_web.rst:56
msgid "And ``webassembly_debug.zip`` for the debug template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:58
#: ../../docs/development/compiling/compiling_for_web.rst:61
msgid "Building per asm.js translation or LLVM backend"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:60
#: ../../docs/development/compiling/compiling_for_web.rst:63
msgid ""
"WebAssembly can be compiled in two ways: The default is to first compile to "
"asm.js, a highly optimizable subset of JavaScript, using Emscripten's "
@@ -105,7 +111,7 @@ msgid ""
"processes, we simply run SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:66
#: ../../docs/development/compiling/compiling_for_web.rst:69
msgid ""
"The other method uses LLVM's WebAssembly backend. This backend is not yet "
"available in release versions of LLVM, only in development builds built with "
@@ -115,7 +121,7 @@ msgid ""
"processes as well, so we just invoke SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:73
#: ../../docs/development/compiling/compiling_for_web.rst:76
msgid ""
"In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the "
"Emscripten configuration file is used. If it points to a directory "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -51,11 +51,17 @@ msgstr ""
msgid "`SCons <https://www.scons.org>`__ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:24
#: ../../docs/development/compiling/compiling_for_windows.rst:23
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:27
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:26
#: ../../docs/development/compiling/compiling_for_windows.rst:29
msgid ""
"Python adds the interpreter (python.exe) to the path. It usually installs in "
"``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the "
@@ -65,24 +71,24 @@ msgid ""
"interpreter executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:33
#: ../../docs/development/compiling/compiling_for_windows.rst:36
msgid ""
"To check whether you have installed Python and SCons correctly, you can type "
"``python --version`` and ``scons --version`` into the Windows Command Prompt "
"(``cmd.exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:37
#: ../../docs/development/compiling/compiling_for_windows.rst:40
msgid ""
"If commands above do not work, make sure you add Python to your PATH "
"environment variable after installing it, and check again."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:41
#: ../../docs/development/compiling/compiling_for_windows.rst:44
msgid "Setting up Pywin32"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:43
#: ../../docs/development/compiling/compiling_for_windows.rst:46
msgid ""
"Pywin32 is required for parallel builds using multiple CPU cores. If SCons "
"is issuing a warning about Pywin32 after parsing SConstruct build "
@@ -91,7 +97,7 @@ msgid ""
"<https://github.com/mhammond/pywin32/releases>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:49
#: ../../docs/development/compiling/compiling_for_windows.rst:52
msgid ""
"For example, if you installed a 32-bit version of Python 2.7, you would want "
"to install the latest version of Pywin32 that is built for the mentioned "
@@ -99,18 +105,18 @@ msgid ""
"win32-py2.7.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:53
#: ../../docs/development/compiling/compiling_for_windows.rst:56
msgid ""
"The ``amd64`` version of Pywin32 is for a 64-bit version of Python "
"``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for "
"your version of Python (check via ``python --version`` mentioned above)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:60
#: ../../docs/development/compiling/compiling_for_windows.rst:63
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:62
#: ../../docs/development/compiling/compiling_for_windows.rst:65
msgid ""
"If installing Visual Studio 2015 or later, make sure to run **Custom** "
"installation, not **Typical** and select C++ as language there (and any "
@@ -120,7 +126,7 @@ msgid ""
">`__ in Visual Studio 2015."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:68
#: ../../docs/development/compiling/compiling_for_windows.rst:71
msgid ""
"If you have already made the mistake of installing a **Typical**, "
"installation, rerun the executable installer you downloaded from internet, "
@@ -129,41 +135,41 @@ msgid ""
"nothing for your problem."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:74
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid ""
"If you're using Express, make sure you get/have a version that can compile "
"for ***C++, Desktop***."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:78
#: ../../docs/development/compiling/compiling_for_windows.rst:81
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:80
#: ../../docs/development/compiling/compiling_for_windows.rst:83
msgid ""
"`Godot's <https://github.com/godotengine/godot>`__ source is hosted on "
"GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is "
"recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:83
#: ../../docs/development/compiling/compiling_for_windows.rst:86
msgid ""
"The tutorial will presume from now on that you placed the source into ``C:"
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:87
#: ../../docs/development/compiling/compiling_for_windows.rst:90
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:89
#: ../../docs/development/compiling/compiling_for_windows.rst:92
msgid ""
"SCons will not be able out of the box to compile from the Windows Command "
"Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able "
"to locate environment variables and executables they need for compilation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:94
#: ../../docs/development/compiling/compiling_for_windows.rst:97
msgid ""
"Therefore, you need to start a Visual Studio command prompt. It sets up "
"environment variables needed by SCons to locate the compiler. It should be "
@@ -171,63 +177,63 @@ msgid ""
"Visual Studio):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:99
#: ../../docs/development/compiling/compiling_for_windows.rst:102
msgid "\"Developer Command Prompt for VS2013\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:100
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid "\"VS2013 x64 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:101
#: ../../docs/development/compiling/compiling_for_windows.rst:104
msgid "\"VS2013 x86 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:102
#: ../../docs/development/compiling/compiling_for_windows.rst:105
msgid "\"VS2013 x64 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
#: ../../docs/development/compiling/compiling_for_windows.rst:106
msgid "\"VS2013 x86 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:105
#: ../../docs/development/compiling/compiling_for_windows.rst:108
msgid ""
"You should be able to find at least the Developer Command Prompt for your "
"version of Visual Studio in your start menu."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:108
#: ../../docs/development/compiling/compiling_for_windows.rst:111
msgid ""
"However Visual Studio sometimes seems to not install some of the above "
"shortcuts, except the Developer Console at these locations that are "
"automatically searched by the start menu search option:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:118
#: ../../docs/development/compiling/compiling_for_windows.rst:121
msgid ""
"If you found the Developer Console, it will do for now to create a 32-bit "
"version of Godot, but if you want the 64-bit version, you might need to "
"setup the prompts manually for easy access."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:122
#: ../../docs/development/compiling/compiling_for_windows.rst:125
msgid ""
"If you don't see some of the shortcuts, \"How the prompts actually work\" "
"section below will explain how to setup these prompts if you need them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
#: ../../docs/development/compiling/compiling_for_windows.rst:129
msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:128
#: ../../docs/development/compiling/compiling_for_windows.rst:131
msgid ""
"There is a few things you need to know about these consoles and the Visual C+"
"+ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:131
#: ../../docs/development/compiling/compiling_for_windows.rst:134
msgid ""
"Your Visual Studio installation will ship with several Visual C++ compilers, "
"them being more or less identical, however each ``cl.exe`` (Visual C++ "
@@ -235,13 +241,13 @@ msgid ""
"bit x86; the ARM compiler is not supported)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:136
#: ../../docs/development/compiling/compiling_for_windows.rst:139
msgid ""
"The **Developer Command Prompt** will build a 32-bit version of Godot by "
"using the 32-bit Visual C++ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:139
#: ../../docs/development/compiling/compiling_for_windows.rst:142
msgid ""
"**Native Tools** Prompts (mentioned above) are used when you want the 32-bit "
"cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For "
@@ -249,7 +255,7 @@ msgid ""
"Command Prompt)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:144
#: ../../docs/development/compiling/compiling_for_windows.rst:147
msgid ""
"The **Cross Tools** are used when your Windows is using one architecture (32-"
"bit, for example) and you need to compile to a different architecture (64-"
@@ -257,24 +263,24 @@ msgid ""
"executables, but you still might need to compile for them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
#: ../../docs/development/compiling/compiling_for_windows.rst:152
msgid "For example:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:151
#: ../../docs/development/compiling/compiling_for_windows.rst:154
msgid ""
"\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will "
"compile a 64 bit application."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:154
#: ../../docs/development/compiling/compiling_for_windows.rst:157
msgid ""
"\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will "
"compile a 32-bit application. This one is useful if you are running a 32-bit "
"Windows."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:158
#: ../../docs/development/compiling/compiling_for_windows.rst:161
msgid ""
"On a 64-bit Windows, you can run any of above prompts and compilers (``cl."
"exe`` executables) because 64-bit Windows can run any 32-bit application. 32-"
@@ -282,30 +288,30 @@ msgid ""
"won't even install shortcuts for some of these prompts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:164
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid ""
"Note that you need to choose the **Developer Console** or the correct "
"**Tools Prompt** to build Godot for the correct architecture. Use only "
"Native Prompts if you are not sure yet what exactly Cross Compile Prompts do."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:170
#: ../../docs/development/compiling/compiling_for_windows.rst:173
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:172
#: ../../docs/development/compiling/compiling_for_windows.rst:175
msgid ""
"Once inside the **Developer Console/Tools Console Prompt**, go to the root "
"directory of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:179
#: ../../docs/development/compiling/compiling_for_windows.rst:182
msgid ""
"Tip: if you installed \"Pywin32 Python Extension\" you can append the -j "
"command to instruct SCons to run parallel builds like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:186
#: ../../docs/development/compiling/compiling_for_windows.rst:189
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the -j "
@@ -313,7 +319,7 @@ msgid ""
"Extension\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:191
#: ../../docs/development/compiling/compiling_for_windows.rst:194
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot."
@@ -322,24 +328,24 @@ msgid ""
"corresponding executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:197
#: ../../docs/development/compiling/compiling_for_windows.rst:200
msgid ""
"This executable file contains the whole engine and runs without any "
"dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:200
#: ../../docs/development/compiling/compiling_for_windows.rst:203
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:205
#: ../../docs/development/compiling/compiling_for_windows.rst:208
msgid "How the prompts actually work"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:207
#: ../../docs/development/compiling/compiling_for_windows.rst:210
msgid ""
"The Visual Studio command prompts are just shortcuts that call the standard "
"Command Prompt and have it run a batch file before giving you control. The "
@@ -350,46 +356,46 @@ msgid ""
"enables are needed by Godot/SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:215
#: ../../docs/development/compiling/compiling_for_windows.rst:218
msgid ""
"Since you are probably using Visual Studio 2013 or 2015, if you need to "
"recreate them manually, use the below folders, or place them on the desktop/"
"taskbar:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:224
#: ../../docs/development/compiling/compiling_for_windows.rst:227
msgid ""
"Start the creation of the shortcut by pressing the ``right mouse button/New/"
"Shortcut`` in an empty place in your desired location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:227
#: ../../docs/development/compiling/compiling_for_windows.rst:230
msgid ""
"Then copy one of these commands below for the corresponding tool you need "
"into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and "
"fix the path to the batch file if needed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:231
#: ../../docs/development/compiling/compiling_for_windows.rst:234
msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:232
#: ../../docs/development/compiling/compiling_for_windows.rst:235
msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:233
#: ../../docs/development/compiling/compiling_for_windows.rst:236
msgid "etc."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:252
#: ../../docs/development/compiling/compiling_for_windows.rst:255
msgid ""
"After you create the shortcut, in the shortcut's properties, that you can "
"access by right clicking with your mouse on the shortcut itself, you can "
"choose the starting directory of the command prompt (\"Start in\" field)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:257
#: ../../docs/development/compiling/compiling_for_windows.rst:260
msgid ""
"Some of these shortcuts (namely the 64-bit compilers) seem to not be "
"available in the Express edition of Visual Studio or Visual C++. Before "
@@ -398,68 +404,68 @@ msgid ""
"architecture you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:278
#: ../../docs/development/compiling/compiling_for_windows.rst:281
msgid ""
"In case you are wondering what these prompt shortcuts do, they call ``cmd."
"exe`` with the ``\\k`` option and have it run a Batch file."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:290
#: ../../docs/development/compiling/compiling_for_windows.rst:293
msgid "How to run an automated build of Godot"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:292
#: ../../docs/development/compiling/compiling_for_windows.rst:295
msgid ""
"If you just need to run the compilation process via a Batch file or directly "
"in the Windows Command Prompt you need to use the following command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:300
#: ../../docs/development/compiling/compiling_for_windows.rst:303
msgid "with one of the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:302
#: ../../docs/development/compiling/compiling_for_windows.rst:305
msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:303
#: ../../docs/development/compiling/compiling_for_windows.rst:306
msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:304
#: ../../docs/development/compiling/compiling_for_windows.rst:307
msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:305
#: ../../docs/development/compiling/compiling_for_windows.rst:308
msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:307
#: ../../docs/development/compiling/compiling_for_windows.rst:310
msgid "and after that one, you can run SCons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:313
#: ../../docs/development/compiling/compiling_for_windows.rst:316
msgid "or you can run them together:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:324
#: ../../docs/development/compiling/compiling_for_windows.rst:327
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:326
#: ../../docs/development/compiling/compiling_for_windows.rst:329
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:330
#: ../../docs/development/compiling/compiling_for_windows.rst:333
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:337
#: ../../docs/development/compiling/compiling_for_windows.rst:340
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot via the Visual Studio **Build** button. However, make "
@@ -467,7 +473,7 @@ msgid ""
"properly."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:342
#: ../../docs/development/compiling/compiling_for_windows.rst:345
msgid ""
"If you need to edit the compilation commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
@@ -476,11 +482,11 @@ msgid ""
"They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:349
#: ../../docs/development/compiling/compiling_for_windows.rst:352
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:351
#: ../../docs/development/compiling/compiling_for_windows.rst:354
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit "
@@ -488,106 +494,106 @@ msgid ""
"known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:356
#: ../../docs/development/compiling/compiling_for_windows.rst:359
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:360
#: ../../docs/development/compiling/compiling_for_windows.rst:363
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:364
#: ../../docs/development/compiling/compiling_for_windows.rst:367
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:368
#: ../../docs/development/compiling/compiling_for_windows.rst:371
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:372
#: ../../docs/development/compiling/compiling_for_windows.rst:375
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:377
#: ../../docs/development/compiling/compiling_for_windows.rst:380
msgid ""
"Before allowing you to attempt the compilation, SCons will check for the "
"following binaries in your ``$PATH``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:385
#: ../../docs/development/compiling/compiling_for_windows.rst:388
msgid ""
"If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you "
"can define the following environment variables to give a hint to the build "
"system:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:394
#: ../../docs/development/compiling/compiling_for_windows.rst:397
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:404
#: ../../docs/development/compiling/compiling_for_windows.rst:407
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:406
#: ../../docs/development/compiling/compiling_for_windows.rst:409
msgid ""
"Cross-compiling from some versions of Ubuntu may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:409
#: ../../docs/development/compiling/compiling_for_windows.rst:412
msgid ""
"You can change that configuration following those instructions, for 32-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:419
#: ../../docs/development/compiling/compiling_for_windows.rst:422
msgid "And for 64-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:429
#: ../../docs/development/compiling/compiling_for_windows.rst:432
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:431
#: ../../docs/development/compiling/compiling_for_windows.rst:434
msgid ""
"Windows export templates are created by compiling Godot as release, with the "
"following flags:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:434
#: ../../docs/development/compiling/compiling_for_windows.rst:437
msgid "(using Mingw32 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:441
#: ../../docs/development/compiling/compiling_for_windows.rst:444
msgid "(using Mingw-w64 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:448
#: ../../docs/development/compiling/compiling_for_windows.rst:451
msgid ""
"(using the Visual Studio command prompts for the correct architecture, "
"notice the lack of bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:456
#: ../../docs/development/compiling/compiling_for_windows.rst:459
msgid "If you plan on replacing the standard templates, copy these to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:462
#: ../../docs/development/compiling/compiling_for_windows.rst:465
msgid "With the following names:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:471
#: ../../docs/development/compiling/compiling_for_windows.rst:474
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:477
#: ../../docs/development/compiling/compiling_for_windows.rst:480
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the ``bin\\`` directory of your Godot source folder, so the next time you "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -78,56 +78,62 @@ msgstr ""
msgid "*Optional* - yasm (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:28
#: ../../docs/development/compiling/compiling_for_x11.rst:27
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:31
msgid "Distro-specific oneliners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:30
#: ../../docs/development/compiling/compiling_for_x11.rst:33
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:34
#: ../../docs/development/compiling/compiling_for_x11.rst:37
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:40
#: ../../docs/development/compiling/compiling_for_x11.rst:43
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:46
#: ../../docs/development/compiling/compiling_for_x11.rst:49
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:51
#: ../../docs/development/compiling/compiling_for_x11.rst:54
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:57
#: ../../docs/development/compiling/compiling_for_x11.rst:60
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:63
#: ../../docs/development/compiling/compiling_for_x11.rst:66
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:67
#: ../../docs/development/compiling/compiling_for_x11.rst:70
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:73
#: ../../docs/development/compiling/compiling_for_x11.rst:76
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:80
#: ../../docs/development/compiling/compiling_for_x11.rst:83
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:82
#: ../../docs/development/compiling/compiling_for_x11.rst:85
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:88
#: ../../docs/development/compiling/compiling_for_x11.rst:91
msgid ""
"A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as "
"many threads compiling Godot as you have cores in your CPU, if not one or "
@@ -135,73 +141,73 @@ msgid ""
"below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:92
#: ../../docs/development/compiling/compiling_for_x11.rst:95
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:99
#: ../../docs/development/compiling/compiling_for_x11.rst:102
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:105
#: ../../docs/development/compiling/compiling_for_x11.rst:108
msgid ""
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
"not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:108
#: ../../docs/development/compiling/compiling_for_x11.rst:111
msgid ""
"If you are compiling Godot for production use, then you can make the final "
"executable smaller and faster by adding the SCons option "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:113
#: ../../docs/development/compiling/compiling_for_x11.rst:116
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:115
#: ../../docs/development/compiling/compiling_for_x11.rst:118
msgid ""
"To build X11 (Linux, \\*BSD) export templates, run the build system with the "
"following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:118
#: ../../docs/development/compiling/compiling_for_x11.rst:121
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:125
#: ../../docs/development/compiling/compiling_for_x11.rst:128
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:132
#: ../../docs/development/compiling/compiling_for_x11.rst:135
msgid ""
"Note that cross compiling for the opposite bits (64/32) as your host "
"platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:135
#: ../../docs/development/compiling/compiling_for_x11.rst:138
msgid ""
"To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:141
#: ../../docs/development/compiling/compiling_for_x11.rst:144
msgid ""
"and named like this (even for \\*BSD which is seen as \"Linux X11\" by "
"Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:150
#: ../../docs/development/compiling/compiling_for_x11.rst:153
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:156
#: ../../docs/development/compiling/compiling_for_x11.rst:159
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the bin/ directory of your Godot source folder, so the next time you "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -83,7 +83,7 @@ msgstr ""
msgid "Setup"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:42
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:43
msgid ""
"Please refer to the documentation for :ref:`doc_compiling_for_android`, :ref:"
"`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`, :ref:"
@@ -91,18 +91,18 @@ msgid ""
"`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:44
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:45
msgid ""
"Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross "
"Tools Command Prompt for VS 2017`` or similar, depending on your install, "
"instead of the standard Windows command prompt to enter the commands below."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:47
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:48
msgid "Platform selection"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:49
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:50
msgid ""
"Godot's build system will begin by detecting the platforms it can build for. "
"If not detected, the platform will simply not appear on the list of "
@@ -110,23 +110,23 @@ msgid ""
"in the rest of this tutorial section."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:54
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:55
msgid "SCons is invoked by just calling ``scons``."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:56
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:57
msgid ""
"However, this will do nothing except list the available platforms, for "
"example:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:77
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:78
msgid ""
"To build for a platform (for example, x11), run with the ``platform=`` (or "
"just ``p=`` to make it short) argument:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:84
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:85
msgid ""
"This will start the build process, which will take a while. If you want "
"scons to build faster, use the ``-j <cores>`` parameter to specify how many "
@@ -134,35 +134,35 @@ msgid ""
"can use your computer for something else :)"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:89
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:90
msgid "Example for using 4 cores:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:96
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:97
msgid "Resulting binary"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:98
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:99
msgid ""
"The resulting binaries will be placed in the bin/ subdirectory, generally "
"with this naming convention:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:105
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:106
msgid "For the previous build attempt the result would look like this:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:112
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:113
msgid ""
"This means that the binary is for X11, is not optimized, has tools (the "
"whole editor) compiled in, and is meant for 64 bits."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:115
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:116
msgid "A Windows binary with the same configuration will look like this."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:122
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:123
msgid ""
"Just copy that binary to wherever you like, as it contains the project "
"manager, editor and all means to execute the game. However, it lacks the "
@@ -171,111 +171,111 @@ msgid ""
"godotengine.org/>`__, or you can build them yourself)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:128
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:129
msgid ""
"Aside from that, there are a few standard options that can be set in all "
"build targets, and which will be explained below."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:132
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:133
msgid "Tools"
msgstr "Werkzeuge"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:134
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:135
msgid ""
"Tools are enabled by default in all PC targets (Linux, Windows, macOS), "
"disabled for everything else. Disabling tools produces a binary that can run "
"projects but that does not include the editor or the project manager."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:145
msgid "Target"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:147
msgid "Target controls optimization and debug flags. Each mode means:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:148
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:149
msgid ""
"**debug**: Build with C++ debugging symbols, runtime checks (performs checks "
"and reports error) and none to little optimization."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:150
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:151
msgid ""
"**release_debug**: Build without C++ debugging symbols and optimization, but "
"keep the runtime checks (performs checks and reports errors). Official "
"binaries use this configuration."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:153
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:154
msgid ""
"**release**: Build without symbols, with optimization and with little to no "
"runtime checks. This target can't be used together with tools=yes, as the "
"tools require some debug functionality and run-time checks to run."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:162
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:163
msgid ""
"This flag appends the \".debug\" suffix (for debug), or \".tools\" (for "
"debug with tools enabled). When optimization is enabled (release) it appends "
"the \".opt\" suffix."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:167
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:168
msgid "Bits"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:169
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:170
msgid ""
"Bits is meant to control the CPU or OS version intended to run the binaries. "
"It is focused mostly on desktop platforms and ignored everywhere else."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:173
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174
msgid "**32**: Build binaries for 32 bits platform."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:174
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175
msgid "**64**: Build binaries for 64 bits platform."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:176
msgid ""
"**default**: Build whatever the build system feels is best. On Linux this "
"depends on the host platform (if not cross compiling), on Mac it defaults to "
"64 bits and on Windows it defaults to 32 bits."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:183
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:184
msgid ""
"This flag appends \".32\" or \".64\" suffixes to resulting binaries when "
"relevant."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:187
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:188
msgid "Other build options"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:189
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:190
msgid ""
"There are several other build options that you can use to configure the way "
"Godot should be built (compiler, debug options, etc.) as well as the "
"features to include/disable."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:193
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:194
msgid ""
"Check the output of ``scons --help`` for details about each option for the "
"version you are willing to compile."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:197
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:198
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:199
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:200
msgid ""
"Official export templates are downloaded from the Godot Engine site: "
"`godotengine.org <https://godotengine.org/>`__. However, you might want to "
@@ -283,20 +283,20 @@ msgid ""
"modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:204
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:205
msgid ""
"If you download the official export templates package and unzip it, you will "
"notice that most are just optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:227
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:228
msgid ""
"To create those yourself, just follow the instructions detailed for each "
"platform in this same tutorial section. Each platform explains how to create "
"its own template."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:231
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:232
msgid ""
"If you are developing for multiple platforms, macOS is definitely the most "
"convenient host platform for cross compilation, since you can cross-compile "

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -201,7 +201,7 @@ msgid ""
"surface. Both let you organize the project using the filesystem, but Godot's "
"approach is simpler with a single configuration file, minimalist text "
"format, and no metadata. All this contributes to Godot being much friendlier "
"to VCS systems such as Git, Subversion, or Mercurial."
"to VCS systems, such as Git, Subversion, or Mercurial."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:62
@@ -281,7 +281,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:95
msgid ""
"Godot's scene system is different: it actually consists in a tree made of "
"Godot's scene system is different: it actually consists of a tree made of "
"nodes. Each node serves a purpose: Sprite, Mesh, Light, etc. Basically, this "
"is similar to the Unity scene system. However, each node can have multiple "
"children, which makes each a subscene of the main scene. This means you can "
@@ -398,12 +398,12 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:148
msgid ""
"Second, it allows the extraction a subtree of the scene to make it a scene "
"of its own, which answers the second and third questions: even if a scene "
"tree gets too deep, it can be split into smaller subtrees. This also allows "
"a better solution for reusability, as you can include any subtree as a child "
"of any node. Putting multiple nodes in an empty GameObject in Unity does not "
"provide the same possibility, apart from a visual organization."
"Second, it allows the extraction of a subtree of the scene to make it a "
"scene of its own, which answers the second and third questions: even if a "
"scene tree gets too deep, it can be split into smaller subtrees. This also "
"allows a better solution for reusability, as you can include any subtree as "
"a child of any node. Putting multiple nodes in an empty GameObject in Unity "
"does not provide the same possibility, apart from a visual organization."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:151
@@ -454,7 +454,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:177
msgid ""
"Godot does not provide prefabs as such, but this functionality is here, "
"again, filled thanks to its scene system: As we saw the scene system is "
"again, filled thanks to its scene system: As we saw, the scene system is "
"organized as a tree. Godot allows you to save a subtree of a scene as its "
"own scene, thus saved into its own file. This new scene can then be "
"instanced as many times as you want. Any change you make to this new, "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1092,7 +1092,7 @@ msgstr ""
msgid ""
"GDScript arrays are allocated linearly in memory for speed. Large arrays "
"(more than tens of thousands of elements) may however cause memory "
"fragmentation. If this is a concern special types of arrays are available. "
"fragmentation. If this is a concern, special types of arrays are available. "
"These only accept a single data type. They avoid memory fragmentation and "
"also use less memory but are atomic and tend to run slower than generic "
"arrays. They are therefore only recommended to use for large data sets:"
@@ -1490,8 +1490,9 @@ msgid "Remove ``case``"
msgstr "Entferne ``case``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:869
#, fuzzy
msgid ""
"Remove any ``break``'s. If you don't want to ``break`` by default you can "
"Remove any ``break``s. If you don't want to ``break`` by default, you can "
"use ``continue`` for a fallthrough."
msgstr ""
"Entfernt jedes ``break``. Sollte das standardmäßige ``break`` ungewünscht "
@@ -1580,7 +1581,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:935
msgid ""
"The length of the array is tested first, it has to be the same size as the "
"pattern, otherwise the pattern don't match."
"pattern, otherwise the pattern doesn't match."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937
@@ -1606,7 +1607,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954
msgid ""
"The size of the dictionary is tested first, it has to be the same size as "
"the pattern, otherwise the pattern don't match."
"the pattern, otherwise the pattern doesn't match."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:956
@@ -1836,9 +1837,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1212
msgid ""
"One of the fundamental benefits of exporting member variables is to have "
"them visible and editable in the editor. This way artists and game designers "
"can modify values that later influence how the program runs. For this, a "
"special export syntax is provided."
"them visible and editable in the editor. This way, artists and game "
"designers can modify values that later influence how the program runs. For "
"this, a special export syntax is provided."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1298
@@ -1883,7 +1884,7 @@ msgstr "Arrays exportieren"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333
msgid ""
"Exporting arrays works but with an important caveat: While regular arrays "
"Exporting arrays works, but with an important caveat: While regular arrays "
"are created local to every class instance, exported arrays are *shared* "
"between all instances. This means that editing them in one instance will "
"cause them to change in all other instances. Exported arrays can have "
@@ -1929,7 +1930,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1411
msgid ""
"As said *local* access will *not* trigger the setter and getter. Here is an "
"As said, *local* access will *not* trigger the setter and getter. Here is an "
"illustration of this:"
msgstr ""
@@ -1940,7 +1941,7 @@ msgstr "Werkzeug-Modus"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1428
msgid ""
"Scripts, by default, don't run inside the editor and only the exported "
"properties can be changed. In some cases it is desired that they do run "
"properties can be changed. In some cases, it is desired that they do run "
"inside the editor (as long as they don't execute game code or manually avoid "
"doing so). For this, the ``tool`` keyword exists and must be placed at the "
"top of the file:"
@@ -2016,7 +2017,7 @@ msgid ""
"immediately return from the current function, with the current frozen state "
"of the same function as the return value. Calling ``resume`` on this "
"resulting object will continue execution and return whatever the function "
"returns. Once resumed the state object becomes invalid. Here is an example:"
"returns. Once resumed, the state object becomes invalid. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1542
@@ -2036,7 +2037,7 @@ msgstr "Co-Routinen & Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1577
msgid ""
"The real strength of using ``yield`` is when combined with signals. "
"``yield`` can accept two parameters, an object and a signal. When the signal "
"``yield`` can accept two arguments, an object and a signal. When the signal "
"is received, execution will recommence. Here are some examples:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -68,9 +68,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:38
msgid ""
"Now that we have an animation the property editor enters \"animation editing"
"Now that we have an animation, the property editor enters \"animation editing"
"\" mode. In this mode, a key icon appears next to every property of the "
"property editor. In Godot any property of an object can be animated:"
"property editor. In Godot, any property of an object can be animated:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:46

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -144,8 +144,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:156
msgid ""
"In the \"Resources\" and \"Features\" tabs you can customize how the game is "
"exported for each platform. We can leave those settings alone for now."
"In the \"Resources\" and \"Features\" tabs, you can customize how the game "
"is exported for each platform. We can leave those settings alone for now."
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:160
@@ -226,7 +226,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:203
msgid ""
"Next, create a debug keystore with by running the following command on your "
"Next, create a debug keystore by running the following command on your "
"system's command line:"
msgstr ""
@@ -317,20 +317,30 @@ msgid ""
"Click \"Export Project\" on the HTML5 preset. We don't need to change any of "
"the default settings."
msgstr ""
"Klicken Sie auf \"Projekt exportieren\" auf der HTML5-Voreinstellung. Wir "
"müssen keine der Standardeinstellungen ändern."
#: ../../docs/getting_started/step_by_step/exporting.rst:268
msgid ""
"When the export is complete, you'll have a folder containing the following "
"files:"
msgstr ""
"Wenn der Export abgeschlossen ist, haben Sie einen Ordner mit den folgenden "
"Dateien:"
#: ../../docs/getting_started/step_by_step/exporting.rst:273
#, fuzzy
msgid ""
"Viewing the `.html` file in your browser lets you play the game. However, "
"you can't open the file directly, it neds to be served by a web server. If "
"you can't open the file directly, it needs to be served by a web server. If "
"you don't have one set up on your computer, you can use Google to find "
"suggestions for your specific OS."
msgstr ""
"Wenn Sie die Datei `.html` in Ihrem Browser ansehen, können Sie das Spiel "
"spielen. Sie können die Datei jedoch nicht direkt öffnen, sie muss von einem "
"Webserver bereitgestellt werden. Wenn Sie noch keines auf Ihrem Computer "
"eingerichtet haben, können Sie mit Google Vorschläge für Ihr spezifisches "
"Betriebssystem finden."
#: ../../docs/getting_started/step_by_step/exporting.rst:278
msgid ""
@@ -338,6 +348,9 @@ msgid ""
"have to wait a few moments while the game loads before you see the start "
"screen."
msgstr ""
"Zeigen Sie mit Ihrem Browser auf die URL, unter der Sie die HTML-Datei "
"platziert haben. Möglicherweise müssen Sie einige Augenblicke warten, "
"während das Spiel geladen wird, bevor Sie den Startbildschirm sehen."
#: ../../docs/getting_started/step_by_step/exporting.rst:283
msgid ""
@@ -345,6 +358,9 @@ msgid ""
"can disable it by setting \"Export With Debug\" off when you export the "
"project."
msgstr ""
"Das Konsolenfenster unter dem Spiel zeigt an, wenn etwas schief geht. Sie "
"können es deaktivieren, indem Sie beim Export des Projekts \"Export mit Debug"
"\" deaktivieren."
#: ../../docs/getting_started/step_by_step/exporting.rst:286
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -30,7 +30,7 @@ msgid ""
"File systems are yet another hot topic in engine development. The file "
"system manages how the assets are stored and how they are accessed. A well-"
"designed file system also allows multiple developers to edit the same source "
"files and assets while collaborating together."
"files and assets while collaborating."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:14
@@ -61,7 +61,7 @@ msgstr ""
msgid ""
"In general, the Godot file system avoids using metadata files. The reason "
"for this is simple, existing asset managers and VCSs are simply much better "
"than anything we can implement, so Godot tries the best to play along with "
"than anything we can implement, so Godot tries its best to play along with "
"SVN, Git, Mercurial, Perforce, etc."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -75,14 +75,14 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:38
msgid ""
"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part "
"of a level… anything youd like. It works like a class in pure code except "
"of a level… anything youd like. It works like a class in pure code, except "
"youre free to design it by using the editor, using only the code, or mixing "
"and matching the two."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:43
msgid ""
"Its different from prefabs you find in several 3D engines as you can then "
"Its different from prefabs you find in several 3D engines, as you can then "
"inherit from and extend those scenes. You may create a Magician that extends "
"your Character. Modify the Character in the editor and the Magician will "
"update as well. It helps you build your projects so that their structure "
@@ -212,7 +212,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:120
msgid ""
"On the other hand, an open codebase means you can **learn from and extend "
"the engine** to your hearts content. You can also debug games easily as "
"the engine** to your hearts content. You can also debug games easily, as "
"Godot will print errors with a stack trace, even if they come from the "
"engine itself."
msgstr ""
@@ -258,7 +258,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151
msgid ""
"This leads to a reliable and flexible UI system as it powers the editor "
"This leads to a reliable and flexible UI system, as it powers the editor "
"itself. With the ``tool`` keyword, you can run any game code in the editor."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -108,13 +108,14 @@ msgstr ""
"du das Instanziieren (entweder im Code oder direkt im Editor) verwenden."
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:43
#, fuzzy
msgid ""
"A lot of time spent in programming games (or software in general) is on "
"designing an architecture and fitting game components to that architecture. "
"Designing based on scenes replaces that approach and makes development much "
"faster and more straightforward, allowing you to concentrate on the game "
"logic itself. Because most game components map directly to a scene, using a "
"design-based on scene instantiation means little other architectural code is "
"design based on scene instantiation means little other architectural code is "
"needed."
msgstr ""
"Beim Programmieren von Spielen (oder Software allgemein) wird viel Zeit "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -283,6 +283,8 @@ msgstr "|image20|"
msgid ""
"Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**."
msgstr ""
"Lesen Sie :ref:`doc_introduction_to_3d` für weitere Details über **3D "
"Workspace**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,16 +29,16 @@ msgstr ""
msgid ""
"Up to this tutorial, we focused on the :ref:`Node <class_Node>` class in "
"Godot as that's the one you use to code behavior and most of the engine's "
"features rely on them. There is another datatype that is just as important: :"
"features rely on it. There is another datatype that is just as important: :"
"ref:`Resource <class_Resource>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:15
msgid ""
"*Nodes* give you functionality: they draw sprites, 3D models, simulate "
"physics, arrange user interface, etc. **Resources** are **data containers**. "
"They don't do anything on their own: instead nodes use the data contained in "
"resources."
"physics, arrange user interfaces, etc. **Resources** are **data "
"containers**. They don't do anything on their own: instead, nodes use the "
"data contained in resources."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:19
@@ -55,14 +55,14 @@ msgstr ""
msgid ""
"When the engine loads a resource from disk, **it only loads it once**. If a "
"copy of that resource is already in memory, trying to load the resource "
"again will return the same copy every time. As resources only contain data "
"again will return the same copy every time. As resources only contain data, "
"there is no need to duplicate them."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:31
msgid ""
"Every object, be it a Node or a Resource, can export properties. There are "
"many types of Properties like String, integer, Vector2, etc., and any of "
"many types of Properties, like String, integer, Vector2, etc., and any of "
"these types can become a resource. This means that both nodes and resources "
"can contain resources as properties:"
msgstr ""
@@ -93,16 +93,16 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:51
msgid ""
"Clicking the resource preview allows us to view and edit the resources "
"Clicking the resource preview allows us to view and edit the resource's "
"properties."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:55
msgid ""
"The path property tells us where the resource comes from. In this case it "
"The path property tells us where the resource comes from. In this case, it "
"comes from a PNG image called ``robi.png``. When the resource comes from a "
"file like this, it is an external resource. If you erase the path or this "
"path is empty, it becomes built-in resource."
"path is empty, it becomes a built-in resource."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:60
@@ -164,7 +164,7 @@ msgid ""
"The approach has several advantages. As the :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` function is pretty fast, you can create new "
"enemies, bullets, effects, etc. without having to load them again from disk "
"each time. Remember that as always, images, meshes, etc. are all shared "
"each time. Remember that, as always, images, meshes, etc. are all shared "
"between the scene instances."
msgstr ""
@@ -195,7 +195,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:158
msgid ""
"This comes with many distinct advantages over alternative data structures "
"This comes with many distinct advantages over alternative data structures, "
"such as JSON, CSV, or custom TXT files. Users can only import these assets "
"as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a :ref:`File "
"<class_File>` to parse. What sets Resources apart is their inheritance of :"
@@ -342,7 +342,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:352
msgid ""
"CurveTables are the same thing except mapped to an Array of float values or "
"CurveTables are the same thing, except mapped to an Array of float values or "
"a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -100,7 +100,8 @@ msgid "It can be extended (to have more functions)."
msgstr "Er kann erweitert werden (um Funktionen hinzuzufügen)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
msgid "It can be added to other nodes as a child."
#, fuzzy
msgid "It can be added to another node as a child."
msgstr "Er kann anderen Nodes als Unterobjekt hinzugefügt werden."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,16 +37,18 @@ msgstr ""
"die Möglichkeit zusätzliche Sprachen dynamisch hinzuzufügen!"
#: ../../docs/getting_started/step_by_step/scripting.rst:13
#, fuzzy
msgid ""
"This is great, mostly due the large amount of flexibility provided, but it "
"also makes our work supporting languages more difficult."
"This is great, mostly due to the large amount of flexibility provided, but "
"it also makes our work supporting languages more difficult."
msgstr ""
"Das ist großartig, da die große Anzahl Sprachen mehr Flexibiliät bieten, "
"aber es macht unsere Arbeit, diese zu unterstützen, auch schwerer."
#: ../../docs/getting_started/step_by_step/scripting.rst:16
#, fuzzy
msgid ""
"The \"Main\" languages in Godot, though, are GDScript and VisualScript. The "
"The \"main\" languages in Godot, though, are GDScript and VisualScript. The "
"main reason to choose them is their level of integration with Godot, as this "
"makes the experience smoother; both have slick editor integration, while C# "
"and C++ need to be edited in a separate IDE. If you are a big fan of "
@@ -359,9 +361,10 @@ msgstr ""
"Optionen."
#: ../../docs/getting_started/step_by_step/scripting.rst:139
#, fuzzy
msgid ""
"In GDScript the file itself represents the class, so the class name field is "
"not editable."
"In GDScript, the file itself represents the class, so the class name field "
"is not editable."
msgstr ""
"In GDScript bestimmt der Dateiname die Klasse, daher ist der Klassenname "
"nicht editierbar."
@@ -391,9 +394,10 @@ msgstr ""
"und als Skripteigenschaft im Inspektortab:"
#: ../../docs/getting_started/step_by_step/scripting.rst:156
#, fuzzy
msgid ""
"To edit the script, select either of these buttons, both of which are "
"highlighted in the above image. This will bring you to the script editor "
"highlighted in the above image. This will bring you to the script editor, "
"where a default template will be included:"
msgstr ""
"Um das Skript zu bearbeiten, wähle eine der erwähnten Schlatflächen, welche "
@@ -496,11 +500,12 @@ msgstr ""
"Funktionsaufrufes."
#: ../../docs/getting_started/step_by_step/scripting.rst:205
#, fuzzy
msgid ""
"The top-left section displays a list of your scene's nodes with the emitting "
"node's name highlighted in red. Select the \"Panel\" node here. When you "
"select a node, the NodePath at the bottom will automatically update to point "
"a relative path from the emitting node to the selected node."
"to a relative path from the emitting node to the selected node."
msgstr ""
"Der obere linke Bereich zeigt eine Liste mit den Nodes in der Szene, mit der "
"Signalquelle hervorgehoben in Rot. Wähle hier das Panel Node aus. Nach der "
@@ -521,9 +526,10 @@ msgstr ""
"Signalverbindung hergestellt wird."
#: ../../docs/getting_started/step_by_step/scripting.rst:215
#, fuzzy
msgid ""
"And that concludes the guide on how to use the visual interface. However, "
"this is a scripting tutorial, so for the sake of learning, let's dive in to "
"this is a scripting tutorial, so for the sake of learning, let's dive into "
"the manual process!"
msgstr ""
"Und damit schließt der Leitfaden für das grafische Interface ab. Da dies "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -358,6 +358,11 @@ msgid ""
"an optional path to an image to use as an icon. You will then find your new "
"type in the Node or Resource creation dialog."
msgstr ""
"Sie können ein Skript benennen und als Typ im Editor mit dem Schlüsselwort "
"``class_name`` registrieren, gefolgt vom Namen der Klasse. Sie können einem "
"Bild ein Komma und einen optionalen Pfad hinzufügen, um es als Symbol zu "
"verwenden. Sie finden Ihren neuen Typ dann im Dialogfeld Knoten- oder "
"Ressourcenerstellung."
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:415
msgid "In Godot 3.1:"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -108,9 +108,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:53
msgid ""
"Here you can add any number of scenes or scripts. Each entry in the list "
"requires a name, which assigned as the node's ``name`` property. The order "
"of the entries as they added to the global scene tree can be manipulated "
"using the up/down arrow keys."
"requires a name, which is assigned as the node's ``name`` property. The "
"order of the entries as they are added to the global scene tree can be "
"manipulated using the up/down arrow keys."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,7 +27,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:9
msgid ""
"In this tutorial you will connect a character to a life bar and animate the "
"In this tutorial, you will connect a character to a life bar and animate the "
"health loss."
msgstr ""
@@ -96,9 +96,9 @@ msgid ""
"out some message. Other nodes can connect to the object that **emits** the "
"signal and receive the information. It's a powerful tool we use a lot for "
"User Interface and achievement systems. You don't want to use them "
"everywhere though. Connecting two nodes adds some coupling between them. "
"everywhere, though. Connecting two nodes adds some coupling between them. "
"When there's a lot of connections, they become hard to manage. For more "
"information on check out the `signals video tutorial <https://youtu.be/"
"information, check out the `signals video tutorial <https://youtu.be/"
"l0BkQxF7X3E>`_ on GDquest."
msgstr ""
@@ -115,12 +115,12 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:58
msgid ""
"Load the ``start`` project in Godot. In the ``FileSystem`` dock double click "
"on LevelMockup.tscn to open it. It's an RPG game's mockup where 2 characters "
"face each other. The pink enemy attacks and damages the green square at "
"regular time intervals, until its death. Feel free to try out the game: the "
"basic combat mechanics already work. But as the character isn't connected to "
"the life bar the ``GUI`` doesn't do anything."
"Load the ``start`` project in Godot. In the ``FileSystem`` dock, double "
"click on LevelMockup.tscn to open it. It's an RPG game's mockup where 2 "
"characters face each other. The pink enemy attacks and damages the green "
"square at regular time intervals, until its death. Feel free to try out the "
"game: the basic combat mechanics already work. But as the character isn't "
"connected to the life bar, the ``GUI`` doesn't do anything."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:68
@@ -143,8 +143,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:77
msgid ""
"The GUI scene encapsulates all of the Game User Interface. It comes with a "
"barebones script where we get the path to nodes that exist inside the scene:"
"The GUI scene encapsulates all of the game's Graphical User Interface. It "
"comes with a barebones script where we get the path to nodes that exist "
"inside the scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:105
@@ -320,10 +321,10 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:219
msgid ""
"With this in mind let's connect the ``GUI`` to the ``Player``. Click on the "
"With this in mind, let's connect the ``GUI`` to the ``Player``. Click on the "
"``Player`` node in the scene dock to select it. Head down to the Inspector "
"and click on the Node tab. This is the place to connect nodes to listen the "
"one you selected."
"and click on the Node tab. This is the place to connect nodes to listen to "
"the one you selected."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:224
@@ -402,16 +403,16 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:274
msgid ""
"Inside the parens after the function name, add a ``player_health`` argument. "
"When the player emits the ``health_changed`` signal it will send its current "
"``health`` alongside it. Your code should look like:"
"When the player emits the ``health_changed`` signal, it will send its "
"current ``health`` alongside it. Your code should look like:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:292
msgid ""
"The engine does not convert PascalCase to snake_case, for C# examples we'll "
"be using PascalCase for method names & camelCase for method parameters which "
"follows the official `C# naming conventions. <https://docs.microsoft.com/en-"
"us/dotnet/standard/design-guidelines/capitalization-conventions>`_"
"be using PascalCase for method names & camelCase for method parameters, "
"which follows the official `C# naming conventions. <https://docs.microsoft."
"com/en-us/dotnet/standard/design-guidelines/capitalization-conventions>`_"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:299
@@ -422,7 +423,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:302
msgid ""
"Inside ``_on_Player_health_changed`` let's call a second function called "
"Inside ``_on_Player_health_changed``, let's call a second function called "
"``update_health`` and pass it the ``player_health`` variable."
msgstr ""
@@ -464,7 +465,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:350
msgid ""
"``str`` is a built-in function that converts about any value to text. "
"``Number``'s ``text`` property requires a string so we can't assign it to "
"``Number``'s ``text`` property requires a string, so we can't assign it to "
"``new_value`` directly"
msgstr ""
@@ -491,7 +492,7 @@ msgid ""
"Our interface is functional, but it could use some animation. That's a good "
"opportunity to introduce the ``Tween`` node, an essential tool to animate "
"properties. ``Tween`` animates anything you'd like from a start to an end "
"state over a certain duration. For example it can animate the health on the "
"state over a certain duration. For example, it can animate the health on the "
"``TextureProgress`` from its current level to the ``Player``'s new "
"``health`` when the character takes damage."
msgstr ""
@@ -640,7 +641,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:531
msgid "The animation is smooth but the number is broken"
msgid "The animation is smooth, but the number is broken"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:533
@@ -655,7 +656,7 @@ msgid "Try the game again to see a nice blocky animation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:559
msgid "By rounding out animated\\_health we hit two birds with one stone"
msgid "By rounding out animated\\_health, we kill two birds with one stone"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:563
@@ -733,7 +734,7 @@ msgstr ""
msgid ""
"``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and "
"alpha. If we darken any of the first three channels it darkens the "
"interface. If we lower the alpha channel our interface fades out."
"interface. If we lower the alpha channel, our interface fades out."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:615
@@ -760,7 +761,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:654
msgid ""
"This time we change the ``modulate`` property and have it animate from "
"This time, we change the ``modulate`` property and have it animate from "
"``start_color`` to the ``end_color``. The duration is of one second, with a "
"linear transition. Here again, because the transition is linear, the easing "
"does not matter. Here's the complete ``_on_Player_died`` method:"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -26,7 +26,7 @@ msgid ""
"Computer displays, mobile phones, and TV screen come in all shapes and "
"sizes. To ship a game, you'll need to support different screen ratios and "
"resolutions. It can be hard to build responsive interfaces that adapt to all "
"platforms. Thankfully, Godot comes with robust tools to design and manage "
"platforms. Thankfully, Godot comes with robust tools to design and manage a "
"responsive User Interface. To design your UI, you'll use the Control nodes. "
"These are the nodes with green icons in the editor. There are dozens of "
"them, to create anything from life bars to complex applications. Godot's "
@@ -67,9 +67,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:30
msgid ""
"Only use Control nodes when you design your interfaces. They have unique "
"properties that allow them to work with one another. Other nodes like "
"properties that allow them to work with one another. Other nodes, like "
"Node2D, Sprite, etc. will not work. You can still use some nodes that work "
"with others like the AnimationPlayer, Tween or the StreamPlayer. Control "
"with others, like the AnimationPlayer, Tween or the StreamPlayer. Control "
"nodes are CanvasItems like Node2D, so you can apply shaders to them."
msgstr ""
@@ -157,7 +157,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:74
msgid ""
"**TextureRect** displays a texture or image inside a UI. It seems similar to "
"the Sprite node but it offers multiple scaling modes. Set the Stretch Mode "
"the Sprite node, but it offers multiple scaling modes. Set the Stretch Mode "
"property to change its behavior:"
msgstr ""
@@ -278,7 +278,7 @@ msgid ""
"Label section, in the Inspector. Write the text in the ``Text`` property, "
"and check Autowrap if you want it to respect the textbox's size. If Autowrap "
"is off, you won't be able to scale the node. You can align the text "
"horizontally and vertically with Align and Valign respectively."
"horizontally and vertically with Align and Valign, respectively."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:152
@@ -326,7 +326,7 @@ msgstr ""
msgid ""
"The two approaches are not always compatible. Because a container controls "
"its children, you cannot use the layout menu on them. Each container has a "
"specific effect so you may need to nest several of them to get a working "
"specific effect, so you may need to nest several of them to get a working "
"interface. With the layout approach you work from the bottom up, on the "
"children. As you don't insert extra containers in the scene it can make for "
"cleaner hierarchies, but it's harder to arrange items in a row, column, "
@@ -468,7 +468,7 @@ msgid ""
"Containers automatically arrange all children Control nodes including other "
"containers in rows, columns, and more. Use them to add padding around your "
"interface or center nodes in their bounding rectangles. All built-in "
"containers update in the editor so you can see the effect instantly."
"containers update in the editor, so you can see the effect instantly."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:281
@@ -576,6 +576,6 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:350
msgid ""
"Godot's UI system is complex, and has a lot more to offer. To learn how to "
"design more advanced interface, head to the :ref:`GUI section <toc-learn-"
"design more advanced interfaces, head to the :ref:`GUI section <toc-learn-"
"features-gui>` of the docs."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:12
msgid ""
"You will learn how to design game UI efficiently, and how to use Godot's "
"You will learn how to design game UIs efficiently, and how to use Godot's "
"Control nodes. This page focuses on the visual part: everything you do from "
"the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`"
msgstr ""
@@ -364,9 +364,10 @@ msgid ""
"To center the characters on the right, we'll use a ``CenterContainer``. Add "
"a ``CenterContainer`` node as a child of the ``HBoxContainer``. Then in the "
"Inspector, scroll down to the ``Size Flags`` category and click on the field "
"to the right of the ``Vertical`` property, and check ``Expand``. Do the same "
"for the ``Horizontal`` property. Finally drag and drop the Characters into "
"the ``CenterContainer``. The Characters element will center automatically."
"to the right of the ``Vertical`` property, and check ``Expand`` in addition "
"to ``Fill``. Do the same for the ``Horizontal`` property. Finally drag and "
"drop the Characters into the ``CenterContainer``. The Characters element "
"will center automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:228
@@ -396,8 +397,9 @@ msgid ""
"expand to take as much vertical space as possible. Select the "
"``MenuOptions`` node. In the Inspector, scroll down to the ``Size Flags`` "
"category. Click on the field to the right of the ``Vertical`` property, and "
"check ``Expand``. The container expands to take all the available vertical "
"space. But it respects its neighbors, the ``Logo`` and ``Version`` elements."
"check ``Expand`` in addition to ``Fill``. The container expands to take all "
"the available vertical space. But it respects its neighbors, the ``Logo`` "
"and ``Version`` elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:252
@@ -437,8 +439,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:279
msgid ""
"Responsive User Interface is all about making sure our UIs scale well on all "
"screen types. TV screens and computer displays have different sizes and "
"A responsive User Interface is all about making sure our UIs scale well on "
"all screen types. TV screens and computer displays have different sizes and "
"ratios. In Godot, we use containers to control the position and the size of "
"UI elements."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -348,10 +348,11 @@ msgstr ""
"ermitteln:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:198
#, fuzzy
msgid ""
"Now we can use the ``_process()`` function to define what the player will "
"do. ``_process()`` is called every frame, so we'll use it to update elements "
"of our game which we expect will change often. Here we'll make it:"
"of our game, which we expect will change often. Here we'll make it:"
msgstr ""
"Nun können wir mit der Funktion ``_process()`` definieren, was der Spieler "
"tun soll. ``_process()`` wird mit jedem Frame aufgerufen, also werden wir es "
@@ -536,10 +537,11 @@ msgstr ""
"Zuweisung oben:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:372
#, fuzzy
msgid ""
"Play the scene again and check that the animations are correct in each of "
"the directions. When you're sure the movement is working correctly, add this "
"line to ``_ready()`` so the player will be hidden when the game starts:"
"line to ``_ready()``, so the player will be hidden when the game starts:"
msgstr ""
"Spiele die Szene noch einmal ab und überprüfe, ob die Animationen in jede "
"der Richtungen korrekt sind. Wenn Du sicher bist, dass die Bewegung korrekt "
@@ -827,8 +829,9 @@ msgstr ""
"Siehe :ref:`doc_instancing`, um mehr über das Instanzieren zu erfahren."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:617
#, fuzzy
msgid ""
"Now add the following nodes as children of ``Main``, and name them as shown "
"Now, add the following nodes as children of ``Main``, and name them as shown "
"(values are in seconds):"
msgstr ""
"Füge nun die folgenden Nodes als Kinder von ``Main`` hinzu und benenne sie "
@@ -959,8 +962,9 @@ msgid "Main script"
msgstr "Main Skript"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:667
#, fuzzy
msgid ""
"Add a script to ``Main``. At the top of the script we use ``export "
"Add a script to ``Main``. At the top of the script, we use ``export "
"(PackedScene)`` to allow us to choose the Mob scene we want to instance."
msgstr ""
"Füge ein Skript zu ``Main`` hinzu. Am Anfang des Skripts verwenden wir "
@@ -1001,8 +1005,9 @@ msgstr ""
"die anderen beiden Timer. ``ScoreTimer`` erhöht die Punktzahl um 1."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:782
#, fuzzy
msgid ""
"In ``_on_MobTimer_timeout()`` we will create a mob instance, pick a random "
"In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random "
"starting location along the ``Path2D``, and set the mob in motion. The "
"``PathFollow2D`` node will automatically rotate as it follows the path, so "
"we will use that to select the mob's direction as well as its position."

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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