Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2018-05-08 21:20:10 +02:00
parent 111f4cf94a
commit 9a18b140e2
200 changed files with 1315 additions and 1283 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -151,7 +151,7 @@ msgid "The short answer is that we think the additional complexity both on your
msgstr ""
#: ../../docs/about/faq.rst:85
msgid "GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is very simple and easy to learn. Takes at most a day or two to get comfortable and it's very easy to see the benefits once you do. Please do the effort to learn GDScript, you will not regret it."
msgid "GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is simple and easy to learn. Takes at most a day or two to get comfortable and it's easy to see the benefits once you do. Please do the effort to learn GDScript, you will not regret it."
msgstr ""
#: ../../docs/about/faq.rst:91
@@ -199,11 +199,11 @@ msgid "Garbage collector results in stalls or unnecessarily large memory usage (
msgstr ""
#: ../../docs/about/faq.rst:124
msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is very well supported by GDScript."
msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well supported by GDScript."
msgstr ""
#: ../../docs/about/faq.rst:128
msgid "GDScript was designed to solve the issues above, and performs very well in all the above scenarios. Please learn GDScript and enjoy a very smooth integration of scripting with the game engine (yes, it's a rare but very enjoyable situation when things just work). It's worth it, give it a try!"
msgid "GDScript was designed to solve the issues above, and performs well in all the above scenarios. Please learn GDScript and enjoy a smooth integration of scripting with the game engine (yes, it's a rare but enjoyable situation when things just work). It's worth it, give it a try!"
msgstr ""
#: ../../docs/about/faq.rst:135
@@ -243,11 +243,11 @@ msgid "Why is FBX not supported for import?"
msgstr ""
#: ../../docs/about/faq.rst:154
msgid "FBX SDK has a very `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_ provided by Godot."
msgid "FBX SDK has a `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_ provided by Godot."
msgstr ""
#: ../../docs/about/faq.rst:158
msgid "That said, Godot's Collada support is really good, please use the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter for maximum compatibility if you are using Maya or 3DS Max. If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
msgid "That said, Godot's Collada support is good, please use the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter for maximum compatibility if you are using Maya or 3DS Max. If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
msgstr ""
#: ../../docs/about/faq.rst:164
@@ -307,7 +307,7 @@ msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:223
msgid "If there really is a desire to make your game also work on ancient devices with tiny screens (less than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (less than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
msgstr ""
#: ../../docs/about/faq.rst:229

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,7 +41,7 @@ msgid "Godot Engine is a feature-packed, cross-platform game engine to create 2D
msgstr ""
#: ../../docs/about/introduction.rst:34
msgid "Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the `Software Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit."
msgid "Godot is completely free and open source under the permissive MIT license. No strings attached, no royalties, nothing. Users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the `Software Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit."
msgstr ""
#: ../../docs/about/introduction.rst:41

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -133,7 +133,7 @@ msgid "You can check the list of all remote servers with:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:78
msgid "You should have 2: ``origin``, your fork on github, that git adds by default, and ``upstream``, that you just added:"
msgid "You should have two: ``origin``, your fork on github, that git adds by default, and ``upstream``, that you just added:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:88

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -121,7 +121,7 @@ msgid "Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:129
msgid "When you report a bug, you should keep in mind that the process is very similar to an appointment with your doctor. You noticed *symptoms* that make you think that something might be wrong (the engine crashes, some features don't work as expected, etc.). It's the role of the bug triaging team and the developers to then help make the diagnosis of the issue you met, so that the actual cause of the bug can be identified and addressed."
msgid "When you report a bug, you should keep in mind that the process is similar to an appointment with your doctor. You noticed *symptoms* that make you think that something might be wrong (the engine crashes, some features don't work as expected, etc.). It's the role of the bug triaging team and the developers to then help make the diagnosis of the issue you met, so that the actual cause of the bug can be identified and addressed."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:136

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -97,7 +97,7 @@ msgid "Toolchain"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:56
msgid "We usually try to keep the Godot Android build code up to date, but Google changes their toolchain versions very 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:"
msgid "We usually try to keep the Godot Android build code up to date, but Google changes their toolchain versions often, so if compilation fails due to wrong toolchain version, go to your NDK directory and check the current number, then set the following environment variable:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
@@ -146,7 +146,7 @@ msgid "This will create a fat binary that works in both platforms, but will add
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:131
#: ../../docs/development/compiling/compiling_for_android.rst:174
#: ../../docs/development/compiling/compiling_for_android.rst:173
msgid "Troubleshooting"
msgstr ""
@@ -163,126 +163,126 @@ msgid "As export templates for Android, Godot needs release and debug APKs that
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:145
msgid "When exporting your game, Godot opens the APK, changes a few things inside, adds your file and spits it back. It's really handy! (and required some reverse engineering of the format)."
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:150
#: ../../docs/development/compiling/compiling_for_android.rst:149
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:152
#: ../../docs/development/compiling/compiling_for_android.rst:151
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:156
#: ../../docs/development/compiling/compiling_for_android.rst:155
msgid "Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:157
#: ../../docs/development/compiling/compiling_for_android.rst:156
msgid "Linux: ``/home/[username]/.local/share/godot/templates/[gd-version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:158
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "macOS: ``/users/[username]/.godot/templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
#: ../../docs/development/compiling/compiling_for_android.rst:161
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:168
#: ../../docs/development/compiling/compiling_for_android.rst:167
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:177
#: ../../docs/development/compiling/compiling_for_android.rst:176
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid "Android might complain the application is not correctly installed. If so, check the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:182
#: ../../docs/development/compiling/compiling_for_android.rst:181
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:183
#: ../../docs/development/compiling/compiling_for_android.rst:182
msgid "Check that jarsigner is from JDK 6, 7 or 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:185
#: ../../docs/development/compiling/compiling_for_android.rst:184
msgid "If it still fails, open a command line and run logcat:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:191
#: ../../docs/development/compiling/compiling_for_android.rst:190
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:194
#: ../../docs/development/compiling/compiling_for_android.rst:193
msgid "Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:197
#: ../../docs/development/compiling/compiling_for_android.rst:196
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:199
#: ../../docs/development/compiling/compiling_for_android.rst:198
msgid "If the application runs but exits immediately, there might be one of the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:202
#: ../../docs/development/compiling/compiling_for_android.rst:201
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:204
#: ../../docs/development/compiling/compiling_for_android.rst:203
msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
#: ../../docs/development/compiling/compiling_for_android.rst:204
msgid "Device does not support armv7 (try compiling yourself for armv6)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:206
#: ../../docs/development/compiling/compiling_for_android.rst:205
msgid "Device is Intel, and apk is compiled for ARM."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
#: ../../docs/development/compiling/compiling_for_android.rst:207
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:211
#: ../../docs/development/compiling/compiling_for_android.rst:210
msgid "Compilation fails"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:213
#: ../../docs/development/compiling/compiling_for_android.rst:212
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:216
#: ../../docs/development/compiling/compiling_for_android.rst:215
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:220
#: ../../docs/development/compiling/compiling_for_android.rst:219
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:228
#: ../../docs/development/compiling/compiling_for_android.rst:227
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:236
#: ../../docs/development/compiling/compiling_for_android.rst:235
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:243
#: ../../docs/development/compiling/compiling_for_android.rst:242
msgid "You can increase those limits with the command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:249
#: ../../docs/development/compiling/compiling_for_android.rst:248
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:254
#: ../../docs/development/compiling/compiling_for_android.rst:253
msgid "If all went well, and you entered the prlimit command while scons was running, then your compilation should continue without the error."
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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -113,7 +113,7 @@ msgid "Create a new Windows App project using the \"App for OpenGL ES (Windows U
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:101
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 a very poor performance. So in the \"Binaries\" filter, click in each of the DLLs there and in the \"Properties\" window and change the relative path from ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
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 performance. So in the \"Binaries\" filter, click in each of the DLLs there and in the \"Properties\" window and change the relative path from ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:107

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -317,7 +317,7 @@ msgid "You will be able to open Godot's source in a Visual Studio solution now,
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:336
msgid "If you need to edit the compilation commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the very end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64). They are equivalent."
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. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64). They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:343

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,102 +69,106 @@ msgid "OpenSSL (for HTTPS and TLS)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:24
msgid "libudev (optional, build with `udev=yes`)"
msgid "*Optional* - libudev (build with ``udev=yes``)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:27
#: ../../docs/development/compiling/compiling_for_x11.rst:25
msgid "*Optional* - yasm (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:28
msgid "Distro-specific oneliners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:29
#: ../../docs/development/compiling/compiling_for_x11.rst:30
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:33
#: ../../docs/development/compiling/compiling_for_x11.rst:34
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:39
#: ../../docs/development/compiling/compiling_for_x11.rst:40
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:45
#: ../../docs/development/compiling/compiling_for_x11.rst:46
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:50
#: ../../docs/development/compiling/compiling_for_x11.rst:51
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:55
#: ../../docs/development/compiling/compiling_for_x11.rst:56
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:61
#: ../../docs/development/compiling/compiling_for_x11.rst:62
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:65
#: ../../docs/development/compiling/compiling_for_x11.rst:66
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:71
#: ../../docs/development/compiling/compiling_for_x11.rst:72
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:78
#: ../../docs/development/compiling/compiling_for_x11.rst:79
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:80
#: ../../docs/development/compiling/compiling_for_x11.rst:81
msgid "Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:86
#: ../../docs/development/compiling/compiling_for_x11.rst:87
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:93
#: ../../docs/development/compiling/compiling_for_x11.rst:94
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:99
#: ../../docs/development/compiling/compiling_for_x11.rst:100
msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:103
#: ../../docs/development/compiling/compiling_for_x11.rst:104
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:105
#: ../../docs/development/compiling/compiling_for_x11.rst:106
msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:108
#: ../../docs/development/compiling/compiling_for_x11.rst:109
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:115
#: ../../docs/development/compiling/compiling_for_x11.rst:116
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:122
#: ../../docs/development/compiling/compiling_for_x11.rst:123
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:125
#: ../../docs/development/compiling/compiling_for_x11.rst:126
msgid "To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:131
#: ../../docs/development/compiling/compiling_for_x11.rst:132
msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:140
#: ../../docs/development/compiling/compiling_for_x11.rst:141
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:146
#: ../../docs/development/compiling/compiling_for_x11.rst:147
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 build you automatically have the custom templates referenced."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:11
msgid "Mono 5.2.0+ (mono-complete)"
msgid "Mono (the required version is listed here: :ref:`doc_c_sharp`)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:12

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -68,11 +68,11 @@ msgid "Memory model"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:42
msgid "PC is a wonderful architecture. Computers often have gigabytes of RAM, terabytes of storage and gigahertz of CPU, and when an application needs more resources the OS will just swap out the inactive ones. Other architectures (like mobile or consoles) are in general more limited."
msgid "PC is a wonderful architecture. Computers often have gigabytes of RAM, terabytes of storage and gigahertz of CPU, and when an application needs more resources the OS will swap out the inactive ones. Other architectures (like mobile or consoles) are in general more limited."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:47
msgid "The most common memory model is the heap, where an application will request a region of memory, and the underlying OS will try to fit it somewhere and return it. This often works best and is very flexible, but over time and with abuse, this can lead to segmentation."
msgid "The most common memory model is the heap, where an application will request a region of memory, and the underlying OS will try to fit it somewhere and return it. This often works best and is flexible, but over time and with abuse, this can lead to segmentation."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:52
@@ -80,7 +80,7 @@ msgid "Segmentation slowly creates holes that are too small for most common allo
msgstr ""
#: ../../docs/development/cpp/core_types.rst:58
msgid "However, in many studies and tests, it is shown that given enough memory, if the maximum allocation size is below a given threshold in proportion to the maximum heap size and proportion of memory intended to be unused, segmentation will not be a problem over time as it will remain constant. In other words, just leave 10-20% of your memory free and perform all small allocations and you are fine."
msgid "However, in many studies and tests, it is shown that given enough memory, if the maximum allocation size is below a given threshold in proportion to the maximum heap size and proportion of memory intended to be unused, segmentation will not be a problem over time as it will remain constant. In other words, leave 10-20% of your memory free and perform all small allocations and you are fine."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:65
@@ -116,11 +116,11 @@ msgid "memnew/memdelete also use a little C++ magic and notify Objects right aft
msgstr ""
#: ../../docs/development/cpp/core_types.rst:106
msgid "For dynamic memory, the DVector<> template is provided. Just use it like:"
msgid "For dynamic memory, the DVector<> template is provided. Use it like this:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:113
msgid "DVector is just a standard vector class, it can be accessed using the [] operator, but that's probably slow for large amount of accesses (as it has to lock internally). A few helpers exist for this:"
msgid "DVector is a standard vector class, it can be accessed using the [] operator, but that's probably slow for large amount of accesses (as it has to lock internally). A few helpers exist for this:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:122
@@ -164,7 +164,7 @@ msgid "Map"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:148
msgid "They are very simple and aim to be as minimal as possible, as templates in C++ are often inlined and make the binary size much fatter, both in debug symbols and code. List, Set and Map can be iterated using pointers, like this:"
msgid "They are simple and aim to be as minimal as possible, as templates in C++ are often inlined and make the binary size much fatter, both in debug symbols and code. List, Set and Map can be iterated using pointers, like this:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:159
@@ -212,7 +212,7 @@ msgid "StringName"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:190
msgid "StringNames are like a String, but they are unique. Creating a StringName from a string results in a unique internal pointer for all equal strings. StringNames are really useful for using strings as identifier, as comparing them is basically comparing a pointer."
msgid "StringNames are like a String, but they are unique. Creating a StringName from a string results in a unique internal pointer for all equal strings. StringNames are useful for using strings as identifier, as comparing them is basically comparing a pointer."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:195
@@ -228,7 +228,7 @@ msgid "Math types"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:206
msgid "There are several linear math types available in the core/math directory, they are basically just that."
msgid "There are several linear math types available in the core/math directory."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:212

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -189,7 +189,7 @@ msgid "SDK library"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:203
msgid "So, finally it's time to add the SDK library. The library can come in two flavors, a JAR file or an Android project for ant. JAR is the easiest to integrate, just put it in the module directory and add it:"
msgid "So, finally it's time to add the SDK library. The library can come in two flavors, a JAR file or an Android project for ant. JAR is the easiest to integrate, put it in the module directory and add it:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:223
@@ -221,7 +221,7 @@ msgid "This will cause your module to be included, the .jar will be copied to th
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:266
msgid "Afterwards, just continue the steps for compiling android :ref:`doc_compiling_for_android`."
msgid "Afterwards, continue the steps for compiling android :ref:`doc_compiling_for_android`."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:269
@@ -237,7 +237,7 @@ msgid "More than one singleton module can be enabled by separating with commas:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:288
msgid "Then just request the singleton Java object from Globals like this:"
msgid "Then request the singleton Java object from Globals like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:301

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -133,134 +133,134 @@ msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
msgid "Using your newly created module is very easy, from any script you can now do:"
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:242
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241
msgid "And the output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:244
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:246
msgid "So far we defined a clean and simple SCsub that allows us to add the sources of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249
msgid "This static approach is fine when we want to build a release version of our game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:253
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
msgid "However the trade-of is every single change means a full recompilation of the game. Even if SCons is able to detect and recompile only the file that have changed, finding such files and eventually linking the final binary is a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:257
msgid "The solution to avoid such a cost is to build our own module as a shared library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:290
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:289
msgid "Once compiled, we should end up with a ``bin`` directory containing both the ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in a standard directory (like ``/usr/lib``), we have to help our binary find it during runtime with the ``LD_LIBRARY_PATH`` environ variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:299
msgid "**note**: Pay attention you have to ``export`` the environ variable otherwise you won't be able to play you project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:303
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:302
msgid "On top of that, it would be nice to be able to select whether to compile our module as shared library (for development) or as a part of the godot binary (for release). To do that we can define a custom flag to be passed to SCons using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:333
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332
msgid "Now by default ``scons`` command will build our module as part of godot's binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:336
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:335
msgid "Finally you can even speedup build further by explicitly specifying your shared module as target in the scons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:344
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:343
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:346
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:345
msgid "Writing documentation may seem like a boring task, but it is highly recommended to document your newly created module in order to make it easier for users to benefit from it. Not to mention that the code you've written one year ago may become indistinguishable from the code that was written by someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:352
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:354
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:353
msgid "Make a new directory in the root of the module. The directory name can be anything, but we'll be using the ``doc_classes`` name throughout this section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:357
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:356
msgid "Append the following code snippet to ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:369
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:368
msgid "The ``get_doc_classes()`` method is necessary for the build system to know which documentation classes of the module must be merged, since the module may contain several classes. Replace ``ClassName`` with the name of the class you want to write documentation for. If you need docs for more than one class, append those as well."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:374
msgid "The ``get_doc_path()`` method is used by the build system to determine the location of the docs. In our case, they will be located in the ``doc_classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:379
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:385
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384
msgid "This will dump the engine API reference to the given ``<path>`` in XML format. Notice that you'll need to configure your ``PATH`` to locate Godot's executable, and make sure that you have write access rights. If not, you might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:395
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:394
msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:397
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:396
msgid "Copy this file to ``doc_classes``, optionally edit it, then compile the engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:399
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:398
msgid "The build system will fetch the documentation files from the ``doc_classes`` directory and merge them with the base types. Once the compilation process is finished, the docs will become accessible within the engine's built-in documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:403
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402
msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the ``ClassName.xml`` files and recompile the engine from now on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:407
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409
msgid "As you see, it's really easy to develop Godot in C++. Just write your stuff normally and remember to:"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:410
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:413
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:411
msgid "use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
msgid "But this is not all, depending what you do, you will be greeted with some surprises."
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:417
msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420
msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:423
msgid "By this same logic, you can extend the Editor and almost any area of the engine."
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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -186,7 +186,7 @@ msgid "Godot provides dynamic casting between Object-derived classes, for exampl
msgstr ""
#: ../../docs/development/cpp/object_class.rst:205
msgid "If cast fails, NULL is returned. This system uses RTTI, but it also works fine (although a bit slower) when RTTI is disabled. This is useful on platforms where a very small binary size is ideal, such as HTML5 or consoles (with low memory footprint)."
msgid "If cast fails, NULL is returned. This system uses RTTI, but it also works fine (although a bit slower) when RTTI is disabled. This is useful on platforms where a small binary size is ideal, such as HTML5 or consoles (with low memory footprint)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:211

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -145,7 +145,7 @@ msgid "Internal Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:106
msgid "A TSCN file can contain meshes, materials and other data, and these are contained in the internal resources section of the file. The heading for an internal resource looks very similar to those of external resources, but does not have a path. Internal resources also have :code:`key=value` pairs under each heading. For example, a capsule collision shape looks like:"
msgid "A TSCN file can contain meshes, materials and other data, and these are contained in the internal resources section of the file. The heading for an internal resource looks similar to those of external resources, but does not have a path. Internal resources also have :code:`key=value` pairs under each heading. For example, a capsule collision shape looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:119
@@ -193,6 +193,6 @@ msgid "The first node in the file should not have the :code:`parent=Path/To/Node
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:157
msgid "Similar to the internal resource, the content for each node is currently undocumented. Fortunately it is very easy to find out because you can simply save a file with that node in it. Some example nodes are:"
msgid "Similar to the internal resource, the content for each node is currently undocumented. Fortunately it is easy to find out because you can simply save a file with that node in it. Some example nodes are:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,90 +57,90 @@ msgid "Creating a project"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:51
msgid "Creating a project from the command line is simple, just navigate the shell to the desired place and just make project.godot file exist, even if empty."
msgid "To create a project from the command line, navigate the to the desired place and create an empty project.godot file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:61
msgid "That alone makes for an empty Godot project."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:59
msgid "The project can now be opened with Godot."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
msgid "Running the editor"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "Running the editor is done by executing godot with the ``-e`` flag. This must be done from within the project directory, or a subdirectory, otherwise the command is ignored and the project manager appears."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:82
#: ../../docs/getting_started/editor/command_line_tutorial.rst:80
msgid "Erasing a scene"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:84
#: ../../docs/getting_started/editor/command_line_tutorial.rst:82
msgid "Godot is friends with your filesystem, and will not create extra metadata files, simply use ``rm`` to erase a file. Make sure nothing references that scene, or else an error will be thrown upon opening."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:93
#: ../../docs/getting_started/editor/command_line_tutorial.rst:91
msgid "Running the game"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:95
#: ../../docs/getting_started/editor/command_line_tutorial.rst:93
msgid "To run the game, simply execute Godot within the project directory or subdirectory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "When a specific scene needs to be tested, pass that scene to the command line."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "Catching errors in the command line can be a difficult task because they just fly by. For this, a command line debugger is provided by adding ``-d``. It works for both running the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:125
#: ../../docs/getting_started/editor/command_line_tutorial.rst:123
msgid "Exporting"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:127
#: ../../docs/getting_started/editor/command_line_tutorial.rst:125
msgid "Exporting the project from the command line is also supported. This is especially useful for continuous integration setups. The version of Godot that is headless (server build, no video) is ideal for this."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid "The platform names recognized by the ``--export`` switch are the same as displayed in the export wizard of the editor. To get a list of supported platforms from the command line, just try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "The platform names recognized by the ``--export`` switch are the same as displayed in the export wizard of the editor. To get a list of supported platforms from the command line, try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:142
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:146
#: ../../docs/getting_started/editor/command_line_tutorial.rst:144
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:148
msgid "It is possible to run a simple .gd script from the command line. This feature is especially useful in very large projects, for batch conversion of assets or custom import/export."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:146
msgid "It is possible to run a simple .gd script from the command line. This feature is especially useful in large projects, for batch conversion of assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
#: ../../docs/getting_started/editor/command_line_tutorial.rst:150
msgid "The script must inherit from SceneTree or MainLoop."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:154
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:165
#: ../../docs/getting_started/editor/command_line_tutorial.rst:163
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:172
#: ../../docs/getting_started/editor/command_line_tutorial.rst:170
msgid "If no project.godot exists at the path, current path is assumed to be the current working directory (unless ``-path`` is specified)."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -201,7 +201,7 @@ msgid "This approach has the disadvantage that the running game can't be explore
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:65
msgid "Running the project and closing it is very fast (Unity has to save, run the project, close the project and then reload the previous state)."
msgid "Running the project and closing it is fast (Unity has to save, run the project, close the project and then reload the previous state)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:66
@@ -361,7 +361,7 @@ msgid "As you may know already, Unity supports C#. C# benefits from its integrat
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:160
msgid "Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` as well as support for :ref:`Visual Script <toc-learn-scripting-visual_script>` and :ref:`C# <doc_c_sharp>`. GDScript borrows its syntax from Python, but is not related to it. If you wonder about the reasoning for a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and `FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it is really easy to learn: between one evening for an experienced programmer and a week for a complete beginner."
msgid "Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` as well as support for :ref:`Visual Script <toc-learn-scripting-visual_script>` and :ref:`C# <doc_c_sharp>`. GDScript borrows its syntax from Python, but is not related to it. If you wonder about the reasoning for a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and `FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it is easy to learn."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:162
@@ -401,7 +401,7 @@ msgid "Using Godot in C++"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:182
msgid "Just for your information, Godot also allows you to develop your project directly in C++ by using its API, which is not possible with Unity at the moment. As an example, you can consider Godot Engine's editor as a \"game\" written in C++ using Godot API."
msgid "For your information, Godot also allows you to develop your project directly in C++ by using its API, which is not possible with Unity at the moment. As an example, you can consider Godot Engine's editor as a \"game\" written in C++ using Godot API."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:184

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +29,7 @@ msgid "This page provides a brief intro to C#, both what it is and how to use it
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:16
msgid "C# is a high-level programming language developed by Microsoft. In Godot it is implemented with the Mono 5.2 .NET framework including full support for C# 7.0. Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime. A good starting point for checking its capabilities is the `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono documentation."
msgid "C# is a high-level programming language developed by Microsoft. In Godot it is implemented with the Mono 5.x .NET framework including full support for C# 7.0. Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime. A good starting point for checking its capabilities is the `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono documentation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:20
@@ -41,7 +41,7 @@ msgid "Setup C# for Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:27
msgid "To use C# in Godot you must have `Mono <http://www.mono-project.com/download/>`_ installed (at least version 5.2), as well as MSBuild (at least version 15.0) which should come with the Mono installation."
msgid "To use C# in Godot you must have `Mono <http://www.mono-project.com/download/>`_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires Mono 5.10 on Linux and Windows, and 5.8 on MacOS. You also need MSBuild (at least version 15.0) which should come with the Mono installation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:30

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,7 +45,7 @@ msgid "GDScript is a Dynamically Typed language. As such, its main advantages ar
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:25
msgid "The language is very simple to learn."
msgid "The language is simple and easy to learn."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:26
@@ -93,7 +93,7 @@ msgid "Less flexibility for code-completion (some variable types are only known
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:43
msgid "This, translated to reality, means that Godot+GDScript are a combination designed to create games very quickly and efficiently. For games that are very computationally intensive and can't benefit from the engine built-in tools (such as the Vector types, Physics Engine, Math library, etc), the possibility of using C++ is present too. This allows to still create the entire game in GDScript and add small bits of C++ in the areas that need a performance boost."
msgid "This, translated to reality, means that Godot+GDScript are a combination designed to create games quickly and efficiently. For games that are very computationally intensive and can't benefit from the engine built-in tools (such as the Vector types, Physics Engine, Math library, etc), the possibility of using C++ is present too. This allows to still create the entire game in GDScript and add small bits of C++ in the areas that need a performance boost."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:52
@@ -175,11 +175,11 @@ msgid "Dictionaries"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:233
msgid "Dictionaries are a very powerful tool in dynamically typed languages. Most programmers that come from statically typed languages (such as C++ or C#) ignore their existence and make their life unnecessarily more difficult. This datatype is generally not present in such languages (or only on limited form)."
msgid "Dictionaries are a powerful tool in dynamically typed languages. Most programmers that come from statically typed languages (such as C++ or C#) ignore their existence and make their life unnecessarily more difficult. This datatype is generally not present in such languages (or only on limited form)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:239
msgid "Dictionaries can map any value to any other value with complete disregard for the datatype used as either key or value. Contrary to popular belief, they are very efficient because they can be implemented with hash tables. They are, in fact, so efficient that some languages will go as far as implementing arrays as dictionaries."
msgid "Dictionaries can map any value to any other value with complete disregard for the datatype used as either key or value. Contrary to popular belief, they are efficient because they can be implemented with hash tables. They are, in fact, so efficient that some languages will go as far as implementing arrays as dictionaries."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:245
@@ -195,7 +195,7 @@ msgid "In most cases, two-dimensional arrays can often be implemented more easil
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:294
msgid "Dictionaries can also be used as data markup or quick structures. While GDScript dictionaries resemble python dictionaries, it also supports Lua style syntax and indexing, which makes it very useful for writing initial states and quick structs:"
msgid "Dictionaries can also be used as data markup or quick structures. While GDScript dictionaries resemble python dictionaries, it also supports Lua style syntax and indexing, which makes it useful for writing initial states and quick structs:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:317

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,7 +69,7 @@ msgid "Example of GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:51
msgid "Some people can learn better by just taking a look at the syntax, so here's a simple example of how GDScript looks."
msgid "Some people can learn better by taking a look at the syntax, so here's a simple example of how GDScript looks."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:123
@@ -650,7 +650,7 @@ msgid "Built-in types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:332
msgid "Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The only exceptions are ``Array``s and ``Dictionaries``, which are passed by reference so they are shared. (Not ``PoolArray``s like ``PoolByteArray`` though, those are passed as values too, so consider this when deciding which to use!)"
msgid "Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The only exceptions are ``Array``\\ s and ``Dictionaries``, which are passed by reference so they are shared. (Not ``PoolArray``\\ s like ``PoolByteArray`` though, those are passed as values too, so consider this when deciding which to use!)"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339
@@ -826,7 +826,7 @@ msgid "Generic sequence of arbitrary object types, including other arrays or dic
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:476
msgid "GDScript arrays are allocated linearly in memory for speed. Very 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. 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 very large data sets:"
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. 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:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:483
@@ -1110,7 +1110,7 @@ msgid "Classes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867
msgid "By default, the body of a script file is an unnamed class and it can only be referenced externally as a resource or file. Class syntax is meant to be very compact and can only contain member variables or functions. Static functions are allowed, but not static members (this is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing). In the same way, member variables (including arrays and dictionaries) are initialized every time an instance is created."
msgid "By default, the body of a script file is an unnamed class and it can only be referenced externally as a resource or file. Class syntax is meant to be compact and can only contain member variables or functions. Static functions are allowed, but not static members (this is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing). In the same way, member variables (including arrays and dictionaries) are initialized every time an instance is created."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:876
@@ -1201,148 +1201,152 @@ msgstr ""
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."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097
msgid "It must be noted that even if the script is not being run while at the editor, the exported properties are still editable (see below for \"tool\")."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1096
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
msgid "Exporting bit flags"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1104
msgid "Integers used as bit flags can store multiple ``true``/``false`` (boolean) values in one property. By using the export hint ``int, FLAGS``, they can be set from the editor:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107
msgid "Restricting the flags to a certain number of named flags is also possible. The syntax is very similar to the enumeration syntax:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113
msgid "Restricting the flags to a certain number of named flags is also possible. The syntax is similar to the enumeration syntax:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1115
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1121
msgid "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind`` corresponds to value 8. Usually, constants should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1120
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
msgid "Using bit flags requires some understanding of bitwise operations. If in doubt, boolean variables should be exported instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1124
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1130
msgid "Exporting arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132
msgid "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 initializers, but they must be constant expressions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1152
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1169
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1154
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1171
msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1157
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1174
msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1164
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice-versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1198
msgid "Either of the *setter* or *getter* functions can be omitted:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1190
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1207
msgid "Get/Setters are especially useful when exporting variables to editor in tool scripts or plugins, for validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1193
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
msgid "As said *local* access will *not* trigger the setter and getter. Here is an illustration of this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1208
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1225
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1227
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 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:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1225
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1242
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1227
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just simple reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1244
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1237
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1252
msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1257
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1239
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
msgid "It is often desired to send a notification that something happened in an instance. GDScript supports creation of built-in Godot signals. Declaring a signal in GDScript is easy using the `signal` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1250
msgid "These signals, just like regular signals, can be connected in the editor or from code. Just take the instance of a class where the signal was declared and connect it to the method of another instance:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266
msgid "It is also possible to bind arguments to a signal that lacks them with your custom values:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1274
msgid "This is very useful when a signal from many objects is connected to a single callback and the sender must be identified:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1270
msgid "These signals can be connected in the editor or from code like regular signals. Take the instance of a class where the signal was declared and connect it to the method of another instance:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1286
msgid "It is also possible to bind arguments to a signal that lacks them with your custom values:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1294
msgid "This is useful when a signal from many objects is connected to a single callback and the sender must be identified:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
msgid "Finally, emitting a custom signal is done by using the Object.emit_signal method:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1297
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1317
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1299
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319
msgid "GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_ via the ``yield`` built-in function. Calling ``yield()`` will 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:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1321
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1345
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1341
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365
msgid "Will print:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1329
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1349
msgid "It is also possible to pass values between yield() and resume(), for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1354
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1356
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
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 is received, execution will recommence. Here are some examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1372
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
msgid "When using nodes, it's very common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to Node._ready() is made."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1394
msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to Node._ready() is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406
msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until _ready is called. It can replace the above code with a single line:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1396
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1416
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1398
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1418
msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgid "Creating a Script"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:25
msgid "Creating scripts works the same as with other scripting languages: Just select any node in the scene and push the \"New Script\" button at the top right corner of the Scene Tree dock:"
msgid "Creating scripts works the same as with other scripting languages: Select any node in the scene and push the \"New Script\" button at the top right corner of the Scene Tree dock:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:31

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,7 +33,7 @@ msgid "Like in most visual scripting implementations, each node has editable pro
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:20
msgid "Nodes still display the required information as text, but editing is done via the *Inspector*. To edit them, just select any node and edit its properties in the *Inspector*."
msgid "Nodes still display the required information as text, but editing is done via the *Inspector*. To edit them, select any node and edit its properties in the *Inspector*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:25
@@ -53,7 +53,7 @@ msgid "Nodes in Godot Visual Scripting have *Ports*. These are endpoints that ap
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:40
msgid "*Sequence Ports* indicate the order in which operations are executed. Typically when a *Node* is done processing, it will go to the next node from one of the ports at the right. If nothing is connected the function may end, or another output *Sequence Port* might be tried (this depends on the node). Thanks to this, it's easy to understand the logic within a function by just following the white lines. Not every *Node* has *Sequence Ports*. In fact, most do not."
msgid "*Sequence Ports* indicate the order in which operations are executed. Typically when a *Node* is done processing, it will go to the next node from one of the ports at the right. If nothing is connected the function may end, or another output *Sequence Port* might be tried (this depends on the node). Thanks to this, you can follow the logic flow within a function by following the white lines. Not every *Node* has *Sequence Ports*. In fact, most do not."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:46
@@ -69,7 +69,7 @@ msgid "Connections"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:60
msgid "Connecting is a relatively simple process. Just drag an *Output Port* towards an *Input Port*."
msgid "Connecting is a relatively simple process. Drag an *Output Port* towards an *Input Port*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:65
@@ -125,7 +125,7 @@ msgid "The result is that this value can be changed from your script by writing
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:122
msgid "If instead reading this value is desired, just drag the node again but hold the *Control* key (or Command on Mac). This will create a getter:"
msgid "If instead reading this value is desired, drag the node again but hold the *Control* key (or Command on Mac). This will create a getter:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:127
@@ -173,7 +173,7 @@ msgid "A signal can also be edited via right-click menu to customize its argumen
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:176
msgid "The signal you have just created will appear in the Inspector along with the built-in node signals. This allows you to connect it from another script from another *Scene Node*:"
msgid "The signal you have created will appear in the Inspector along with the built-in node signals. This allows you to connect it from another script from another *Scene Node*:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:181
@@ -261,7 +261,7 @@ msgid "Local Variables"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:265
msgid "These are nodes you can use as temporary storage for your graphs. Just make sure they all have the same name and type when using them and they will reference the same piece of memory."
msgid "These are nodes you can use as temporary storage for your graphs. Make sure they all have the same name and type when using them and they will reference the same piece of memory."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:270
@@ -273,7 +273,7 @@ msgid "Scene Node"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:276
msgid "This is just a reference to a node in the tree, but it's easier to use this node by just dragging the actual node from the scene tree to the canvas (this will create it and configure it)."
msgid "This is just a reference to a node in the tree, but it's easier to use this node by dragging the actual node from the scene tree to the canvas (this will create it and configure it)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:281
@@ -281,7 +281,7 @@ msgid "Self"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:283
msgid "In some rare occasions, it may be desired to pass this Scene Node as argument. It can be used to call functions and set/get properties, or just drag nodes (or event the node itself that has the script) from the Scene Tree to the canvas for this."
msgid "In some rare occasions, it may be desired to pass this Scene Node as argument. It can be used to call functions and set/get properties, or drag nodes (or event the node itself that has the script) from the Scene Tree to the canvas for this."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
@@ -301,7 +301,7 @@ msgid "Preload"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:301
msgid "This does the same function as preload() in GDScript. It maintains this resource loaded and ready to use. Rather than instancing the node, it's simpler to just drag the desired resource from the filesystem dock to the canvas."
msgid "This does the same function as preload() in GDScript. It maintains this resource loaded and ready to use. Rather than instancing the node, it's simpler to drag the desired resource from the filesystem dock to the canvas."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:306
@@ -373,7 +373,7 @@ msgid "TypeCast"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:366
msgid "This is a very useful and commonly used node. You can use it to cast arguments or other objects to the type you desire. Afterwards, you can even drag the object output to get full completion."
msgid "This is a useful and commonly used node. You can use it to cast arguments or other objects to the type you desire. Afterwards, you can even drag the object output to get full completion."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:372
@@ -409,7 +409,7 @@ msgid "Built-In"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:400
msgid "There is a list of built in helpers. The list is almost identical to the one from GDScript (@TODO, link to gdscript methods?). Most of them are mathematical functions, but others can be very useful helpers. Just make sure to take a look at the list at some point."
msgid "There is a list of built in helpers. The list is almost identical to the one from GDScript (@TODO, link to gdscript methods?). Most of them are mathematical functions, but others can be useful helpers. Make sure to take a look at the list at some point."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
@@ -449,7 +449,7 @@ msgid "Emit Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:437
msgid "Emits signals from any object. In general it's not very useful, as dragging a signal to the canvas works better."
msgid "Emits signals from any object. In general it's not that useful, as dragging a signal to the canvas works better."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:441
@@ -505,7 +505,7 @@ msgid "Expression Node"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:485
msgid "Among the operators, the *Expression* node is the most powerful. If well used, it allows you to enormously simplify visual scripts that are math or logic heavy. Just type any expression on it and it will be executed in real-time."
msgid "Among the operators, the *Expression* node is the most powerful. If well used, it allows you to enormously simplify visual scripts that are math or logic heavy. Type any expression on it and it will be executed in real-time."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -97,7 +97,7 @@ msgid "Host file system"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:90
msgid "Alternatively host file system paths can also be used, but this is not recommended for a released product as these paths are not guaranteed to work on all platforms. However, using host file system paths can be very useful when writing development tools in Godot!"
msgid "Alternatively host file system paths can also be used, but this is not recommended for a released product as these paths are not guaranteed to work on all platforms. However, using host file system paths can be useful when writing development tools in Godot!"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:96
@@ -113,7 +113,7 @@ msgid "To avoid this, do all your move, delete and rename operations from within
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:108
msgid "The second is that under Windows and macOS file and path names are case insensitive. If a developer working in a case insensitive host file system saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", it will work just fine on their platorm, but not on other platforms, such as Linux, Android, etc. This may also apply to exported binaries, which use a compressed package to store all files."
msgid "The second is that under Windows and macOS file and path names are case insensitive. If a developer working in a case insensitive host file system saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", it will work fine on their platorm, but not on other platforms, such as Linux, Android, etc. This may also apply to exported binaries, which use a compressed package to store all files."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:114

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgid "You can create as many scenes as you like and save them to disk. Scenes s
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:26
msgid "Once a scene has been saved, it can be instanced into another scene just as if it were any other node."
msgid "Once a scene has been saved, it can be instanced into another scene as if it were any other node."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:31
@@ -113,6 +113,6 @@ msgid "Conclusion"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:114
msgid "Instancing can be very useful when you want to create many copies of the same object."
msgid "Instancing can be useful when you want to create many copies of the same object."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,7 +57,7 @@ msgid "For example, here's how a simple shooter game could be imagined:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:35
msgid "It's pretty easy to come up with a diagram like this for almost any kind of game. Just write down the parts of the game that you can visualize, and then add arrows to represent ownership of one component by another."
msgid "You can come up with a diagram like this for almost any kind of game. Write down the parts of the game that you can visualize, and then add arrows to represent ownership of one component by another."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:39
@@ -97,6 +97,6 @@ msgid "This has been a lot of high level information dropped on you all at once.
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:80
msgid "Everything discussed here will become second nature to you once you start making games and putting these concepts into practice. For now, don't worry about it too much, and just go on to the next tutorial!"
msgid "Everything discussed here will become second nature to you once you start making games and putting these concepts into practice. For now, don't worry about it too much, and go on to the next tutorial!"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,7 +45,7 @@ msgid "When Godot saves or loads (from disk) a scene (.tscn or .scn), an image (
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:36
msgid "When a resource is loaded from disk, **it is always loaded once**. That means, if there is a copy of that resource already loaded in memory, trying to load the resource again will just return the same copy again and again. This corresponds with the fact that resources are just data containers, so there is no need to have them duplicated."
msgid "When a resource is loaded from disk, **it is always loaded once**. That means, if there is a copy of that resource already loaded in memory, trying to load the resource again will return the same copy again and again. This corresponds with the fact that resources are just data containers, so there is no need to have them duplicated."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:42

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,7 +17,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:4
#: ../../docs/getting_started/step_by_step/scene_tree.rst:42
#: ../../docs/getting_started/step_by_step/scene_tree.rst:41
msgid "SceneTree"
msgstr ""
@@ -26,7 +26,7 @@ msgid "Introduction"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:9
msgid "This is where things start getting abstract, but don't panic. There's not really much more depth than this."
msgid "This is where things start getting abstract, but don't panic. There's not much more depth than this."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:12
@@ -50,114 +50,114 @@ msgid "When initialization is complete, :ref:`OS <class_OS>` needs to be supplie
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid "The user program, or game, starts in the MainLoop. This class has a few methods, for initialization, idle (frame-synchronized callback), fixed (physics-synchronized callback), and input. Again, this is really low level and when making games in Godot, writing your own MainLoop does not even make sense."
msgid "The user program, or game, starts in the MainLoop. This class has a few methods, for initialization, idle (frame-synchronized callback), fixed (physics-synchronized callback), and input. Again, this is low level and when making games in Godot, writing your own MainLoop seldom makes sense."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:44
#: ../../docs/getting_started/step_by_step/scene_tree.rst:43
msgid "One of the ways to explain how Godot works, is that it's a high level game engine over a low level middleware."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:47
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46
msgid "The scene system is the game engine, while the :ref:`OS <class_OS>` and servers are the low level API."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:50
#: ../../docs/getting_started/step_by_step/scene_tree.rst:49
msgid "In any case, the scene system provides its own main loop to OS, :ref:`SceneTree <class_SceneTree>`. This is automatically instanced and set when running a scene, no need to do any extra work."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:55
#: ../../docs/getting_started/step_by_step/scene_tree.rst:54
msgid "It's important to know that this class exists because it has a few important uses:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:58
#: ../../docs/getting_started/step_by_step/scene_tree.rst:57
msgid "It contains the root :ref:`Viewport <class_Viewport>`, to which a scene is added as a child when it's first opened, to become part of the *Scene Tree* (more on that next)"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:61
#: ../../docs/getting_started/step_by_step/scene_tree.rst:60
msgid "It contains information about the groups, and has means to call all nodes in a group, or get a list of them."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:63
#: ../../docs/getting_started/step_by_step/scene_tree.rst:62
msgid "It contains some global state functionality, such as setting pause mode, or quitting the process."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:66
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65
msgid "When a node is part of the Scene Tree, the :ref:`SceneTree <class_SceneTree>` singleton can be obtained by simply calling :ref:`Node.get_tree() <class_Node_get_tree>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:72
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
msgid "Root viewport"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:74
#: ../../docs/getting_started/step_by_step/scene_tree.rst:73
msgid "The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. From a node, it can be obtained in two different ways:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:89
#: ../../docs/getting_started/step_by_step/scene_tree.rst:88
msgid "This node contains the main viewport, anything that is a child of a :ref:`Viewport <class_Viewport>` is drawn inside of it by default, so it makes sense that the top of all nodes is always a node of this type, otherwise nothing would be seen!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:94
#: ../../docs/getting_started/step_by_step/scene_tree.rst:93
msgid "While other viewports can be created in the scene (for split-screen effects and such), this one is the only one that is never created by the user. It's created automatically inside SceneTree."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:99
#: ../../docs/getting_started/step_by_step/scene_tree.rst:98
msgid "Scene tree"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:101
#: ../../docs/getting_started/step_by_step/scene_tree.rst:100
msgid "When a node is connected, directly or indirectly, to the root viewport, it becomes part of the *scene tree*."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:104
#: ../../docs/getting_started/step_by_step/scene_tree.rst:103
msgid "This means that, as explained in previous tutorials, it will get the _enter_tree() and _ready() callbacks (as well as _exit_tree())."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:109
#: ../../docs/getting_started/step_by_step/scene_tree.rst:108
msgid "When nodes enter the *Scene Tree*, they become active. They get access to everything they need to process, get input, display 2D and 3D, notifications, play sound, groups, etc. When they are removed from the *scene tree*, they lose access."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:115
#: ../../docs/getting_started/step_by_step/scene_tree.rst:114
msgid "Tree order"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:117
#: ../../docs/getting_started/step_by_step/scene_tree.rst:116
msgid "Most node operations in Godot, such as drawing 2D, processing or getting notifications are done in tree order. This means that parents and siblings with a smaller rank in the tree order will get notified before the current node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:125
#: ../../docs/getting_started/step_by_step/scene_tree.rst:124
msgid "\"Becoming active\" by entering the *Scene Tree*"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:127
#: ../../docs/getting_started/step_by_step/scene_tree.rst:126
msgid "A scene is loaded from disk or created by scripting."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:128
#: ../../docs/getting_started/step_by_step/scene_tree.rst:127
msgid "The root node of that scene (only one root, remember?) is added as either a child of the \"root\" Viewport (from SceneTree), or to any child or grand-child of it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:131
#: ../../docs/getting_started/step_by_step/scene_tree.rst:130
msgid "Every node of the newly added scene, will receive the \"enter_tree\" notification ( _enter_tree() callback in GDScript) in top-to-bottom order."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:134
#: ../../docs/getting_started/step_by_step/scene_tree.rst:133
msgid "An extra notification, \"ready\" ( _ready() callback in GDScript) is provided for convenience, when a node and all its children are inside the active scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:137
#: ../../docs/getting_started/step_by_step/scene_tree.rst:136
msgid "When a scene (or part of it) is removed, they receive the \"exit scene\" notification ( _exit_tree() callback in GDScript) in bottom-to-top order"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:142
#: ../../docs/getting_started/step_by_step/scene_tree.rst:141
msgid "Changing current scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:144
#: ../../docs/getting_started/step_by_step/scene_tree.rst:143
msgid "After a scene is loaded, it is often desired to change this scene for another one. The simple way to do this is to use the :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:162
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
msgid "This is a quick and useful way to switch scenes, but has the drawback that the game will stall until the new scene is loaded and running. At some point in your game, it may be desired to create proper loading screens with progress bar, animated indicators or thread (background) loading. This must be done manually using autoloads (see next chapter!) and :ref:`doc_background_loading`."
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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,7 +69,7 @@ msgid "It can be added to other nodes as children."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
msgid "The last one is very important. Nodes can have other nodes as children. When arranged in this way, the nodes become a **tree**."
msgid "The last one is important. Nodes can have other nodes as children. When arranged in this way, the nodes become a **tree**."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:46

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,7 +33,7 @@ msgid "This is great, mostly due the large amount of flexibility provided, but i
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:16
msgid "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 very slick editor integration, while C# and C++ need to be edited in a separate IDE. If you are a big fan of statically typed languages, go with C# and C++ instead."
msgid "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 statically typed languages, go with C# and C++ instead."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:22
@@ -245,7 +245,7 @@ msgid "In this step, we'll connect the \"pressed\" signal to a custom function.
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:192
msgid "While we will use the code method for the remainder of this tutorial series, let's cover how the editor interface works just for future reference."
msgid "While we will use the code method for the remainder of this tutorial series, let's cover how the editor interface works for future reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:195

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -125,7 +125,7 @@ msgid "Creating nodes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:273
msgid "To create a node from code, call the ``.new()`` method, just like for any other class-based datatype. For example:"
msgid "To create a node from code, call the ``.new()`` method, like for any other class-based datatype. For example:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:297
@@ -133,7 +133,7 @@ msgid "To delete a node, be it inside or outside the scene, ``free()`` must be u
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:313
msgid "When a node is freed, it also frees all its children nodes. Because of this, manually deleting nodes is much simpler than it appears. Just free the base node and everything else in the subtree goes away with it."
msgid "When a node is freed, it also frees all its children nodes. Because of this, manually deleting nodes is much simpler than it appears. Free the base node and everything else in the subtree goes away with it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:317

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,11 +25,11 @@ msgid "Introduction"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:9
msgid "Scene singletons are very useful, catering to a common use case where you need to store persistent information between scenes."
msgid "Scene singletons are useful, catering to a common use case where you need to store persistent information between scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:12
msgid "Albeit very powerful, the scene system by itself has a few drawbacks:"
msgid "Albeit powerful, the scene system by itself has a few drawbacks:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:14
@@ -137,7 +137,7 @@ msgid "Next up is the function for changing the scene. This function frees the c
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:218
msgid "As mentioned in the comments above, we really want to avoid the situation of having the current scene being deleted while being used (code from functions of it being run), so using :ref:`Object.call_deferred() <class_Object_call_deferred>` is desired at this point. The result is that execution of the commands in the second function will happen at a later time when no code from the current scene is running."
msgid "As mentioned in the comments above, we want to avoid the situation of having the current scene being deleted while being used (code from functions of it being run), so using :ref:`Object.call_deferred() <class_Object_call_deferred>` is desired at this point. The result is that execution of the commands in the second function will happen at a later time when no code from the current scene is running."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:226

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "Tutorial"
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:9
msgid "This is a simple tutorial to establish the basic idea of how the GUI subsystem works. The goal is to create a really simple, static splash screen."
msgid "This is a simple tutorial to establish the basic idea of how the GUI subsystem works. The goal is to create a simple, static splash screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:15
@@ -45,7 +45,7 @@ msgid "Set the display resolution to 800x450 in Project Settings, and set up a n
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:27
msgid "The nodes \"background\" and \"logo\" are of :ref:`TextureRect <class_TextureRect>` type. To display an image, just drag the corresponding asset to the texture property."
msgid "The nodes \"background\" and \"logo\" are of :ref:`TextureRect <class_TextureRect>` type. To display an image, drag the corresponding asset to the texture property."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:32

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -185,7 +185,7 @@ msgid "There are many useful built-in signals like `enter_tree` and `exit_tree`,
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:197
msgid "Why don't we directly get the ``Player`` node in the ``_process`` function and look at the health value? Accessing nodes this way creates tight coupling between them. If you did it sparingly it may work. As your game grows bigger, you may have many more connections. If you get nodes this way it gets very complex quickly. Not only that: you need to listen to the state change constantly in the ``_process`` function. This check happens 60 times a second and you'll likely break the game because of the order in which the code runs."
msgid "Why don't we directly get the ``Player`` node in the ``_process`` function and look at the health value? Accessing nodes this way creates tight coupling between them. If you did it sparingly it may work. As your game grows bigger, you may have many more connections. If you get nodes this way it gets complex quickly. Not only that: you need to listen to the state change constantly in the ``_process`` function. This check happens 60 times a second and you'll likely break the game because of the order in which the code runs."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:206
@@ -205,7 +205,7 @@ msgid "The first section lists custom signals defined in ``player.GD``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:226
msgid "``died`` is emitted when the character just died. We will use it in a moment to hide the UI."
msgid "``died`` is emitted when the character died. We will use it in a moment to hide the UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:228
@@ -269,7 +269,7 @@ msgid "We could directly update the health value on `LifeBar` and `Number`. Ther
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:309
msgid "The name makes it very clear for our future selves and teammates that when the player took damage, we update the health count on the GUI"
msgid "The name makes it clear for our future selves and teammates that when the player took damage, we update the health count on the GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:310
@@ -381,7 +381,7 @@ msgid "The animation will not play until we activated the ``Tween`` node with ``
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468
msgid "Although we could animate the `health` property on the `Player`, we really shouldn't. Characters should lose life instantly when they get hit. It makes it a lot easier to manage their state, like to know when one died. You always want to store animations in a separate data container or node. The `tween` node is perfect for code-controlled animations. For hand-made animations, check out `AnimationPlayer`."
msgid "Although we could animate the `health` property on the `Player`, we shouldn't. Characters should lose life instantly when they get hit. It makes it a lot easier to manage their state, like to know when one died. You always want to store animations in a separate data container or node. The `tween` node is perfect for code-controlled animations. For hand-made animations, check out `AnimationPlayer`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:471
@@ -425,7 +425,7 @@ msgid "By rounding out animated\\_health we hit two birds with one stone"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562
msgid "Every time the player takes a hit, the ``GUI`` calls ``_on_Player_health_changed``, which in turn calls ``update_health``. This updates the animation and the ``number_label`` and ``bar`` follow in ``_process``. The animated life bar that shows the health going down gradually is just a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage, it happens in an instant."
msgid "Every time the player takes a hit, the ``GUI`` calls ``_on_Player_health_changed``, which in turn calls ``update_health``. This updates the animation and the ``number_label`` and ``bar`` follow in ``_process``. The animated life bar that shows the health going down gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage, it happens in an instant."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:570
@@ -437,7 +437,7 @@ msgid "When the green character dies, it plays a death animation and fades out.
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:577
msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it just died. Press :kbd:`F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector."
msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it died. Press :kbd:`F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:582

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -95,7 +95,7 @@ msgid "Create the base GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:59
msgid "There are two possible approaches to the GUI: we can design elements in separate scenes and put them together, or prototype everything in a single scene and break it down later. I recommend working with a single scene as you can play with your UI's placement and proportions faster this way. Once it looks good, you can save entire sections of the node tree as reusable sub-scenes. We'll do just that in a moment."
msgid "There are two possible approaches to the GUI: we can design elements in separate scenes and put them together, or prototype everything in a single scene and break it down later. I recommend working with a single scene as you can play with your UI's placement and proportions faster this way. Once it looks good, you can save entire sections of the node tree as reusable sub-scenes. We'll do that in a moment."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:66
@@ -215,7 +215,7 @@ msgid "With a Bottom value of 2 pixels, the Number aligns with the Title"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:220
msgid "With this, we just finished the hardest part of the GUI. Congratulations! Let's move on to the simpler nodes."
msgid "With this, we finished the hardest part of the GUI. Congratulations! Let's move on to the simpler nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:224

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -217,7 +217,7 @@ msgid "NinePatchRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:157
msgid "**NinePatchRect** takes a texture split in 3 rows and 3 columns. The center and the sides tile when you scale the texture, but it never scales the corners. It is very useful to build panels, dialogue boxes and scalable backgrounds for your UI."
msgid "**NinePatchRect** takes a texture split in 3 rows and 3 columns. The center and the sides tile when you scale the texture, but it never scales the corners. It is useful to build panels, dialogue boxes and scalable backgrounds for your UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:164

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -149,7 +149,7 @@ msgid "Start by declaring the member variables this object will need:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:172
msgid "Using the ``export`` keyword on the first variable ``SPEED`` allows us to set its value in the Inspector. This can be very handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and set the speed property to ``400``."
msgid "Using the ``export`` keyword on the first variable ``SPEED`` allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node's built-in properties. Click on the ``Player`` node and set the speed property to ``400``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:177
@@ -193,7 +193,7 @@ msgid "We can prevent that if we *normalize* the velocity, which means we set it
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:276
msgid "If you've never used vector math before, or just need a refresher, you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to know but won't be necessary for the rest of this tutorial."
msgid "If you've never used vector math before, or need a refresher, you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to know but won't be necessary for the rest of this tutorial."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:280
@@ -201,7 +201,7 @@ msgid "We also check whether the player is moving so we can start or stop the An
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:283
msgid "``$`` returns the node at the relative path from this node, or returns ``null`` if the node is not found. Since AnimatedSprite is a child of the current node, we can just use ``$AnimatedSprite``."
msgid "``$`` returns the node at the relative path from this node, or returns ``null`` if the node is not found. Since AnimatedSprite is a child of the current node, we can use ``$AnimatedSprite``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:286
@@ -627,7 +627,7 @@ msgid "Text: ``Start``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
msgid "The default font for ``Control`` nodes is very small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
msgid "The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
@@ -635,7 +635,7 @@ msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
msgid "Click on the \"DynamicFont\" you just added, and under \"Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well."
msgid "Click on the \"DynamicFont\" you added, and under \"Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
@@ -743,7 +743,7 @@ msgid "For one last bit of visual appeal, let's add a trail effect to the player
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137
msgid "There are a very large number of properties to choose from when configuring particles. Feel free to experiment and create different effects. For the effect in this example, use the following settings:"
msgid "There are a large number of properties to choose from when configuring particles. Feel free to experiment and create different effects. For the effect in this example, use the following settings:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1143

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,11 +41,11 @@ msgid "Changing import parameters"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:25
msgid "Changing the import parameters of an asset in Godot (again, keep in mind import parameters are only present in non-native Godot resource types) is easy. Just select in the filesystem dock the relevant resource:"
msgid "Changing the import parameters of an asset in Godot (again, keep in mind import parameters are only present in non-native Godot resource types) is easy. Select the relevant resource in the filesystem dock:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:31
msgid "And, after adjusting the parameters, just press \"Reimport\". The parameters used will be only for this asset and will be used on future reimports."
msgid "Then, after adjusting the parameters, press \"Reimport\". The parameters used will be only for this asset and will be used on future reimports."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:34
@@ -81,7 +81,7 @@ msgid "Changing import resource type"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:66
msgid "Some source assets can be imported as different types of resources. For this, just select the relevant type of resource desired and press \"Reimport\":"
msgid "Some source assets can be imported as different types of resources. For this, select the relevant type of resource desired and press \"Reimport\":"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:74

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "Godot Scene Importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9
msgid "When dealing with 3D assets, Godot has a very flexible and configurable importer."
msgid "When dealing with 3D assets, Godot has a flexible and configurable importer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:11
@@ -69,7 +69,7 @@ msgid "Exporting DAE files from Maya and 3DS Max"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:35
msgid "Autodesk added built-in collada support to Maya and 3DS Max, but it's broken by default and should not be used. The best way to export this format is by using the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__ plugins. They work really well, although they are not always up-to date with the latest version of the software."
msgid "Autodesk added built-in collada support to Maya and 3DS Max, but it's broken by default and should not be used. The best way to export this format is by using the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`__ plugins. They work well, although they are not always up-to date with the latest version of the software."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:43
@@ -153,7 +153,7 @@ msgid "A special script to process the whole scene after import can be provided.
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
msgid "Create a script that basically looks like this:"
msgid "Create a script that like this:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
@@ -344,7 +344,7 @@ msgid "Clips"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240
msgid "It is possible to specify multiple animations from a single timeline as clips. Just specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
msgid "It is possible to specify multiple animations from a single timeline as clips. Specify from which frame to which frame each clip must be taken (and, of course, don't forget to specify the FPS option above)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
@@ -352,11 +352,11 @@ msgid "Scene Inheritance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
msgid "In many cases, it may be desired to do modifications to the imported scene. By default, this is not really possible because if the source asset changes (source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will re-import the whole scene."
msgid "In many cases, it may be desired to do modifications to the imported scene. By default, this is not possible because if the source asset changes (source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will re-import the whole scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
msgid "It is possible, however, to do local modifications by using *Scene Inheritance*. Just try to open the imported scene and the following dialog will appear:"
msgid "It is possible, however, to do local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254
@@ -404,7 +404,7 @@ msgid "Remove nodes (-noimp)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid "Node names that have this suffix will be removed at import time, mo matter what their type is. They will not appear in the imported scene."
msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281

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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: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,11 +37,11 @@ msgid "On PC"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:20
msgid "Distributing a game project on PC with Godot is rather easy. Just drop the godot.exe (or godot) binary together in the same place as the engine.cfg file, zip it and you are done. This can be taken advantage of to make custom installers."
msgid "Distributing a game project on PC with Godot is rather easy. Drop the godot.exe (or godot) binary together in the same place as the engine.cfg file, zip it and you are done. This can be taken advantage of to make custom installers."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:25
msgid "It sounds simple, but there are probably a few reasons why the developer may not want to do this. The first one is that it may not be desirable to distribute loads of files. Some developers may not like curious users peeking at how the game was made, others may just find it inelegant, etc."
msgid "It sounds simple, but there are probably a few reasons why the developer may not want to do this. The first one is that it may not be desirable to distribute loads of files. Some developers may not like curious users peeking at how the game was made, others may find it inelegant, etc."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:31
@@ -77,7 +77,7 @@ msgid "After many attempts at different export workflows, the current one has pr
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:64
msgid "To open the export menu, just click the \"Export\" button:"
msgid "To open the export menu, click the \"Export\" button:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:68
@@ -153,7 +153,7 @@ msgid "Which, assuming there is a preset called \"Windows Desktop\" and the temp
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:152
msgid "You can also configure it to export just the .pck or .zip file (allowing a single export to be used with multiple Godot executables). This takes place if:"
msgid "You can also configure it to export only the .pck or .zip file (allowing a single export to be used with multiple Godot executables). This takes place if:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:156

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -229,7 +229,7 @@ msgid "Custom features"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:77
msgid "It is possible to add custom features to a build, just use the relevant field in the *export preset* used to generate it:"
msgid "It is possible to add custom features to a build, use the relevant field in the *export preset* used to generate it:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:83

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,7 +57,7 @@ msgid "Importing"
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:54
msgid "Godot version previous to 3.0 did the import process from files outside the project. While this can be useful in very large projects, it resulted in an organization hassle for most developers."
msgid "Godot version previous to 3.0 did the import process from files outside the project. While this can be useful in large projects, it resulted in an organization hassle for most developers."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58

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