mirror of
https://github.com/godotengine/godot-docs-l10n.git
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Merge Sphinx translations with Weblate translations
This commit is contained in:
@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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||||
"Project-Id-Version: Godot Engine latest\n"
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"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2018-11-20 12:09+0100\n"
|
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"POT-Creation-Date: 2018-12-04 23:31+0100\n"
|
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"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"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"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"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -210,10 +210,11 @@ msgstr ""
|
||||
"der Engine und zur Entwicklung von C++-Modulen oder Editor Plugins."
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|
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#: ../../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."
|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
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"Language-Team: LANGUAGE <LL@li.org>\n"
|
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|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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|
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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"
|
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"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"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -8,7 +8,7 @@ msgid ""
|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
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"Language-Team: LANGUAGE <LL@li.org>\n"
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|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
|
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|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
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"Language-Team: LANGUAGE <LL@li.org>\n"
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|
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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"
|
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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|
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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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
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"Language-Team: LANGUAGE <LL@li.org>\n"
|
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|
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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"
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"Language-Team: LANGUAGE <LL@li.org>\n"
|
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|
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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"
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"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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@@ -83,27 +83,33 @@ msgid ""
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||||
"current Gradle."
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||||
msgstr ""
|
||||
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||||
#: ../../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 ""
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||||
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||||
#: ../../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."
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||||
msgstr ""
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||||
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||||
#: ../../docs/development/compiling/compiling_for_android.rst:54
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||||
msgid "Toolchain"
|
||||
msgstr ""
|
||||
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||||
#: ../../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 ""
|
||||
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||||
#: ../../docs/development/compiling/compiling_for_android.rst:66
|
||||
#: ../../docs/development/compiling/compiling_for_android.rst:57
|
||||
msgid "Building the export templates"
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||||
msgstr ""
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||||
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||||
#: ../../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 ""
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||||
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||||
#: ../../docs/development/compiling/compiling_for_android.rst:73
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||||
#: ../../docs/development/compiling/compiling_for_android.rst:64
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||||
msgid "Release template (used when exporting with \"Debugging Enabled\" OFF)"
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||||
msgstr ""
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||||
|
||||
#: ../../docs/development/compiling/compiling_for_android.rst:81
|
||||
#: ../../docs/development/compiling/compiling_for_android.rst:72
|
||||
msgid ""
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||||
"(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 ""
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||||
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||||
#: ../../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."
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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`` "
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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, "
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
|
||||
@@ -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 you’d like. It works like a class in pure code except "
|
||||
"of a level… anything you’d like. It works like a class in pure code, except "
|
||||
"you’re 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 ""
|
||||
"It’s different from prefabs you find in several 3D engines as you can then "
|
||||
"It’s 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 heart’s content. You can also debug games easily as "
|
||||
"the engine** to your heart’s 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 ""
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 "
|
||||
|
||||
@@ -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:"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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:"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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 ""
|
||||
|
||||
@@ -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."
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user