Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2018-12-13 12:15:36 +01:00
parent 9a7798f67b
commit a245b994b0
229 changed files with 1599 additions and 1146 deletions

2
docs

Submodule docs updated: 0e1dd23cc3...a0288a7c4a

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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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Documentation guidelines"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:6
msgid "This page describes the rules to follow if you want to contribute to Godot Engine by writing or reviewing documentation, or by translating existing documentation. Also have a look at README of the `godot-docs GitHub repository <https://github.com/godotengine/godot-docs>`_ and the `docs front page <http://docs.godotengine.org>`_ on what steps to follow and how to contact the docs team."
msgid "This page describes the rules to follow if you want to contribute to Godot Engine by writing or reviewing documentation, or by translating existing documentation. Also have a look at README of the `godot-docs GitHub repository <https://github.com/godotengine/godot-docs>`_ and the `docs front page <https://docs.godotengine.org>`_ on what steps to follow and how to contact the docs team."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:14

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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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,11 +25,11 @@ msgid "Note"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:11
msgid "For most cases, using the built-in deployer and export templates is good enough. Compiling the Android APK manually is mostly useful for custom builds or custom packages for the deployer."
msgid "In most cases, using the built-in deployer and export templates is good enough. Compiling the Android APK manually is mostly useful for custom builds or custom packages for the deployer."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:15
msgid "Also, you still need to do all the steps mentioned in the :ref:`doc_exporting_for_android` tutorial before attempting your custom export template."
msgid "Also, you still need to follow the steps mentioned in the :ref:`doc_exporting_for_android` tutorial before attempting to build a custom export template."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:20
@@ -41,248 +41,198 @@ msgid "For compiling under Windows, Linux or macOS, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:24
msgid "Python 2.7+ or Python 3.5+"
msgid "`Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`_"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:25
msgid "SCons build system"
msgid "`SCons <https://scons.org/pages/download.html>`_ build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:26
msgid "[Windows only] PyWin32 (optional, for parallel compilation)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:27
msgid "Android SDK version 23.0.3 [Note: Please install all tools and extras of the SDK Manager]"
msgid "`Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:28
msgid "Android build tools version 19.1"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:29
msgid "Android NDK r13 or later"
msgid "Required SDK components will be automatically installed by Gradle (except the NDK)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:30
msgid "Gradle (will be downloaded and installed automatically if missing)"
msgid "`Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 or later"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:31
msgid "JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 & 10 do not work with current Gradle."
msgid "Gradle (will be downloaded and installed automatically if missing)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:33
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
#: ../../docs/development/compiling/compiling_for_android.rst:32
msgid "JDK 8 (either OpenJDK or Oracle JDK)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:34
msgid "JDK 9 or later are not currently supported"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:35
msgid "You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:37
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:41
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:39
msgid "Set the environment variable ANDROID_HOME to point to the Android SDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:42
msgid "Set the environment variable ANDROID_NDK_ROOT to point to the Android NDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:45
msgid "To set those environment variables on Windows, press Windows+R, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:50
msgid "To set those environment variables on Unix (e.g. Linux, macOS), use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk``. Where /path/to/android-sdk and /path/to/android-ndk is the path where Android SDK and Android NDK are placed on your PC."
#: ../../docs/development/compiling/compiling_for_android.rst:43
msgid "Set the environment variable ``ANDROID_HOME`` to point to the Android SDK. If you downloaded the Android command-line tools, this would be the folder where you extracted the contents of the ZIP archive. Later on, ``gradlew`` will install necessary SDK components in this folder. However, you need to accept the SDK component licenses before they can be downloaded by Gradle. This can be done by running the following command from the root of the SDK directory, then answering all the prompts with ``y``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:57
msgid "Building the export templates"
msgid "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android NDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:59
msgid "Godot needs two export templates for Android: the optimized \"release\" template (`android_release.apk`) and the debug version (`android_debug.apk`). Compiling the standard export templates is done by calling scons with the following arguments:"
#: ../../docs/development/compiling/compiling_for_android.rst:60
msgid "To set those environment variables on Windows, press **Windows + R**, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:64
msgid "Release template (used when exporting with \"Debugging Enabled\" OFF)"
#: ../../docs/development/compiling/compiling_for_android.rst:65
msgid "To set those environment variables on Linux or macOS, use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk`` where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to the root of the SDK and NDK directories."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:72
msgid "(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)"
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:74
#: ../../docs/development/compiling/compiling_for_android.rst:88
msgid "The resulting APK is in:"
msgid "Godot needs two export templates for Android: the optimized \"release\" template (``android_release.apk``) and the debug template (``android_debug.apk``). As Google will require all APKs to include ARMv8 (64-bit) libraries starting from August 2019, the commands below will build an APK containing both ARMv7 and ARMv8 libraries."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:80
msgid "Debug template (used when exporting with \"Debugging Enabled\" ON)"
msgid "Compiling the standard export templates is done by calling SCons with the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:95
msgid "Faster compilation"
#: ../../docs/development/compiling/compiling_for_android.rst:83
msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:97
msgid "If you are on Unix or installed PyWin32 on Windows and have multiple CPU cores available, you can speed up the compilation by adding the ``-jX`` argument to the SCons command, where ``X`` is the number of cores that you want to allocate to the compilation, e.g. ``scons -j4``."
#: ../../docs/development/compiling/compiling_for_android.rst:96
msgid "The resulting APK will be located at ``bin/android_release.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
#: ../../docs/development/compiling/compiling_for_android.rst:98
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:111
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:114
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:106
msgid "If you also want to include support for x86 devices, run the scons command a second time with the ``android_arch=x86`` argument before building the APK with Gradle. For example for the release template:"
#: ../../docs/development/compiling/compiling_for_android.rst:116
msgid "If you also want to include support for x86 devices, run the SCons command a third time with the ``android_arch=x86`` argument before building the APK with Gradle. For example, for the release template:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:118
msgid "This will create a fat binary that works in both platforms, but will add about 6 megabytes to the APK."
#: ../../docs/development/compiling/compiling_for_android.rst:132
msgid "This will create a fat binary that works on all platforms. The final APK size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the APK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:122
#: ../../docs/development/compiling/compiling_for_android.rst:169
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:124
msgid "It might be necessary to clean the build cache between two APK compilations, as some users have reported issues when building the two export templates one after the other."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:129
#: ../../docs/development/compiling/compiling_for_android.rst:138
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:131
msgid "As export templates for Android, Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or to build your own from the same version."
#: ../../docs/development/compiling/compiling_for_android.rst:140
msgid "Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:136
#: ../../docs/development/compiling/compiling_for_android.rst:145
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:140
#: ../../docs/development/compiling/compiling_for_android.rst:149
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:142
msgid "The newly-compiled templates (android_debug.apk and android_release.apk) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
#: ../../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:146
msgid "Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates\\[version]\\``"
#: ../../docs/development/compiling/compiling_for_android.rst:155
msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:147
msgid "Linux: ``/home/[username]/.local/share/godot/templates/[version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:148
msgid "macOS: ``/Users/[username]/Library/Application Support/Godot/templates/[version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:150
msgid "``[version]`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or `3.1.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
#: ../../docs/development/compiling/compiling_for_android.rst:156
msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:159
msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:166
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:163
#: ../../docs/development/compiling/compiling_for_android.rst:172
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:172
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:181
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid "Android might complain the application is not correctly installed. If so, check the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid "Check that jarsigner is from JDK 6, 7 or 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:180
msgid "If it still fails, open a command line and run logcat:"
#: ../../docs/development/compiling/compiling_for_android.rst:183
msgid "Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:186
msgid "And check the output while the application is installed. Reason for failure should be presented there."
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:187
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:189
msgid "Seek assistance if you can't figure it out."
msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:192
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
msgid "If the application runs but exits immediately, there might be one of the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:197
msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:199
msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``"
#: ../../docs/development/compiling/compiling_for_android.rst:195
msgid "Then check the output while the application is installed; the error message should be presented there. Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:200
msgid "Device does not support armv7 (try compiling yourself for armv6)"
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:201
msgid "Device is Intel, and apk is compiled for ARM."
#: ../../docs/development/compiling/compiling_for_android.rst:202
msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:203
#: ../../docs/development/compiling/compiling_for_android.rst:205
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:207
msgid "``libgodot_android.so`` is not in ``libs/<android_arch>/`` where ``<android_arch>`` is the device's architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:209
msgid "The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:213
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:206
msgid "Compilation fails"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
msgid "On Linux systems with Kernel version 4.3 or newer, compilation may fail with the error \"pthread_create failed: Resource temporarily unavailable.\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:211
msgid "This is because of a change in the way Linux limits thread creation. But you can change those limits through the command line. Please read this section thoroughly before beginning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:215
msgid "First open a terminal, then begin compilation as usual (it may be a good idea to run a --clean first). While compiling enter the following in your terminal:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:223
msgid "The output should list a scons process, with its PID as the first number in the output. For example the PID 1077 in the output shown below:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:231
msgid "Now you can use another command to increase the number of processes that scons is allowed to spawn. You can check its current limits with:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:238
msgid "You can increase those limits with the command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:244
msgid "Obviously you should substitute the scons PID output by top and a limits that you think suitable. These are in the form --nproc=soft:hard where soft must be lesser than or equal to hard. See the man page for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:249
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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Command line tutorial"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:8
msgid "Some developers like using the command line extensively. Godot is designed to be friendly to them, so here are the steps for working entirely from the command line. Given the engine relies on little to no external libraries, initialization times are pretty fast, making it suitable for this workflow."
msgid "Some developers like using the command line extensively. Godot is designed to be friendly to them, so here are the steps for working entirely from the command line. Given the engine relies on almost no external libraries, initialization times are pretty fast, making it suitable for this workflow."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
@@ -29,7 +29,7 @@ msgid "Path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
msgid "It is recommended that your Godot binary is in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
msgid "It is recommended that your Godot binary be in your PATH environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:23
@@ -101,46 +101,46 @@ msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:115
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:128
msgid "Exporting"
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 running either the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid "Exporting"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
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:139
#: ../../docs/getting_started/editor/command_line_tutorial.rst:141
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:145
#: ../../docs/getting_started/editor/command_line_tutorial.rst:147
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:149
#: ../../docs/getting_started/editor/command_line_tutorial.rst:151
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:151
#: ../../docs/getting_started/editor/command_line_tutorial.rst:153
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:155
#: ../../docs/getting_started/editor/command_line_tutorial.rst:157
msgid "The script must inherit from SceneTree or MainLoop."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:157
#: ../../docs/getting_started/editor/command_line_tutorial.rst:159
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:168
#: ../../docs/getting_started/editor/command_line_tutorial.rst:170
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:175
#: ../../docs/getting_started/editor/command_line_tutorial.rst:177
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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -96,3 +96,11 @@ msgstr ""
msgid "{file}:{line}"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "jetbrains rider"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "--line {line} {file}"
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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +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.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."
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
@@ -57,7 +57,7 @@ msgid "To download Mono v5.12+ on a Mac, locate the \"Stable Channel\" link from
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:35
msgid "You also need MSBuild (at least version 15.0) which should come with the Mono installation."
msgid "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:37
@@ -105,15 +105,15 @@ msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73
msgid "When you create the first C# script, Godot initializes the C# project files for your Godot project. This includes generating a C# solution (``.sln``) and project (``.csproj``) as well as some utility files and folders (``.mono``, sometimes ``Properties``). All of these but ``.mono`` are important and should be kept in your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it sometimes can help to delete the ``.mono`` folder and let it regenerate."
msgid "When you create the first C# script, Godot initializes the C# project files for your Godot project. This includes generating a C# solution (``.sln``) and a project (``.csproj``) file, as well as some utility files and folders (``.mono``, sometimes ``Properties``). All of these but ``.mono`` are important and should be kept in your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it can sometimes help to delete the ``.mono`` folder and let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
msgid "Note that currently there are some issues where the Godot and the C# project don't stay in sync; if you delete, rename or move things like scripts or nodes, they may no longer match up. In this case, it can help to edit the solution files manually."
msgid "Note that currently, there are some issues where Godot and the C# project don't stay in sync; if you delete, rename or move things, like scripts or nodes, they may no longer match up. In this case, it can help to edit the solution files manually."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:81
msgid "Example: If you created a script (e.g. ``Test.cs``) and delete it in Godot, the compilation will fail because now the missing file is still expected to be there by the CS project. You can for now simply open up the ``.csproj`` and look for the ``ItemGroup``, there should be a line included like the following:"
msgid "Example: If you created a script (e.g. ``Test.cs``) and delete it in Godot, the compilation will fail because now the missing file is still expected to be there by the CS project. For now, you can simply open up the ``.csproj`` file and look for the ``ItemGroup``, there should be a line included like the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
@@ -185,7 +185,7 @@ msgid "Using Nuget packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:161
msgid "`Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot, as with any project. Many IDEs (such as vs code) can add packages directly. They can also be added manually by adding the package reference in the .csproj file located in the project root:"
msgid "`Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot, as with any project. Many IDEs (such as vs code) can add packages directly. They can also be added manually by adding the package reference in the ``.csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:176

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,7 +53,7 @@ msgid "Math"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:28
msgid "Math functions like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2`` are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``, instead of in global scope. ``PI`` is ``Mathf.Pi``"
msgid "Math functions, like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2``, are located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``, instead of in global scope. ``PI`` is ``Mathf.Pi``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33
@@ -61,7 +61,7 @@ msgid "Random"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:35
msgid "Random functions like ``rand_range`` and ``rand_seed`` are located under ``Random``, so use ``Random.RandRange`` instead of ``rand_range``."
msgid "Random functions, like ``rand_range`` and ``rand_seed``, are located under ``Random``, so use ``Random.RandRange`` instead of ``rand_range``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:39
@@ -101,19 +101,19 @@ msgid "Use ``System.String`` (``string``). All the Godot String methods are prov
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:77
msgid "There are a few differences though:"
msgid "There are a few differences, though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:79
msgid "``erase``: Strings are immutable in C#, so we cannot modify the string passed to the extension method. For this reason ``Erase`` was added as an extension method of ``StringBuilder`` instead of string. Alternatively you can use ``string.Remove``."
msgid "``erase``: Strings are immutable in C#, so we cannot modify the string passed to the extension method. For this reason, ``Erase`` was added as an extension method of ``StringBuilder`` instead of string. Alternatively, you can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:83
msgid "``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided which is an overload of ``IsSubsequenceOf`` allowing to explicitly specify case sensitivity:"
msgid "``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided, which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:94
msgid "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides ``Match`` and ``Matchn``, which allows to explicitly specify case sensitivity:"
msgid "``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides ``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
@@ -121,14 +121,12 @@ msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:107
msgid "Structs cannot have parameterless constructors in C#, therefore ``new Basis()`` initializes all primitive members to their default value. Use ``Basis.Identity`` for the equivalent to ``Basis()`` in GDScript and C++."
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()`` initializes all primitive members to their default value. Use ``Basis.Identity`` for the equivalent of ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:111
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:126
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:139
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:158
msgid "The following methods were converted to properties with their respective names changed:"
msgid "The following method was converted to a property with a different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
@@ -166,7 +164,11 @@ msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:122
msgid "Structs cannot have parameterless constructors in C#, therefore ``new Transform2D()`` initializes all primitive members to their default value. Please use ``Transform2D.Identity`` for the equivalent to ``Transform2D()`` in GDScript and C++."
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()`` initializes all primitive members to their default value. Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:126
msgid "The following methods were converted to properties with their respective names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
@@ -189,6 +191,10 @@ msgstr ""
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:139
msgid "The following method was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:144
msgid "center()"
msgstr ""
@@ -202,7 +208,7 @@ msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:150
msgid "The following fields were converted to properties with their respective names changed:"
msgid "The following field was converted to a property with a *slightly* different name:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:155
@@ -226,7 +232,7 @@ msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:169
msgid "Structs cannot have parameterless constructors in C#, therefore ``new Quat()`` initializes all primitive members to their default value. Please use ``Quat.Identity`` for the equivalent to ``Quat()`` in GDScript and C++."
msgid "Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()`` initializes all primitive members to their default value. Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
@@ -299,7 +305,7 @@ msgid "Vector3[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:192
msgid "In some exceptional cases a raw array (``type[]``) may be required instead of a ``List``."
msgid "In some exceptional cases, a raw array (``type[]``) may be required instead of a ``List``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:195
@@ -319,7 +325,7 @@ msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:204
msgid "``System.Object`` (``object``) is used in place of ``Variant``."
msgid "``System.Object`` (``object``) is used instead of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
@@ -335,7 +341,7 @@ msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:217
msgid "``preload``, ``assert`` and ``yield`` as they work in GDScript are currently not available in C#."
msgid "``preload``, ``assert`` and ``yield``, as they work in GDScript, are currently not available in C#."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:220
@@ -384,6 +390,6 @@ msgid "load"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:230
msgid "GD.load which is the same as ResourceLoader.load"
msgid "GD.load, which is the same as ResourceLoader.load"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Features"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6
msgid "This page provides an overview over the commonly used features of both C# and Godot and how they are used together."
msgid "This page provides an overview of the commonly used features of both C# and Godot and how they are used together."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:10
@@ -29,7 +29,7 @@ msgid "Type conversion and casting"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:12
msgid "C# is a statically typed language. Therefore you can't do the following:"
msgid "C# is a statically typed language. Therefore, you can't do the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:19
@@ -45,7 +45,7 @@ msgid "**Casting and Type Checking**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:26
msgid "Throws ``InvalidCastException`` if the returned node cannot be casted to Sprite. You would use it instead of the ``as`` operator if you are pretty sure it won't fail."
msgid "Throws ``InvalidCastException`` if the returned node cannot be cast to Sprite. You would use it instead of the ``as`` operator if you are pretty sure it won't fail."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:34
@@ -53,7 +53,7 @@ msgid "**Using the AS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36
msgid "The ``as`` operator returns null if the node cannot be casted to Sprite, and for this reason it cannot be used with value types."
msgid "The ``as`` operator returns null if the node cannot be cast to Sprite, and for that reason, it cannot be used with value types."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:45
@@ -77,7 +77,7 @@ msgid "**Type checking using the IS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66
msgid "To check if the node can be casted to Sprite, you can use the ``is`` operator. The ``is`` operator returns false if the node cannot be casted to Sprite, otherwise it returns true."
msgid "To check if the node can be cast to Sprite, you can use the ``is`` operator. The ``is`` operator returns false if the node cannot be cast to Sprite, otherwise it returns true."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:77
@@ -113,7 +113,7 @@ msgid "It is possible to bind values when establishing a connection by passing a
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:148
msgid "Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`. Consequently any ``Node`` or ``Reference`` will be compatible automatically but custom data objects will need to extend from `Godot.Object` or one of its subclasses."
msgid "Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`. Consequently, any ``Node`` or ``Reference`` will be compatible automatically, but custom data objects will need to extend from `Godot.Object` or one of its subclasses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:160

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "Having well-defined and consistent coding conventions is important for ev
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:9
msgid "This page contains a coding style guide which is followed by developers and contributors of Godot itself. As such, it is mainly intended for those who want to contribute to the project, but since the conventions and guidelines mentioned in this article are those most widely adopted by the users of the language, we encourage you to do the same, especially if you do not have such a guide yet."
msgid "This page contains a coding style guide, which is followed by developers of and contributors to Godot itself. As such, it is mainly intended for those who want to contribute to the project, but since the conventions and guidelines mentioned in this article are those most widely adopted by the users of the language, we encourage you to do the same, especially if you do not have such a guide yet."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:14
@@ -41,7 +41,7 @@ msgid "Currently, Godot uses C# version 6.0 in its engine and example source cod
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:27
msgid "For detailed information of C# features in different versions, please see `What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_."
msgid "For detailed information on C# features in different versions, please see `What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:31
@@ -69,7 +69,7 @@ msgid "For a general indentation rule, follow `The 'Allman Style' <https://en.wi
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:57
msgid "However, you may choose to omit line breaks inside brackets,"
msgid "However, you may choose to omit line breaks inside brackets:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:59
@@ -85,7 +85,7 @@ msgid "For abstract auto property, indexer, or event declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:83
msgid "Insert a blank line,"
msgid "Insert a blank line:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:85
@@ -101,15 +101,15 @@ msgid "Field and constant declarations can be grouped together according to rele
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:91
msgid "Avoid inserting a blank line,"
msgid "Avoid inserting a blank line:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93
msgid "After an opening bracket ('{')."
msgid "After ``{``, the opening brace."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
msgid "Before a closing bracket ('}')."
msgid "Before ``}``, the closing brace."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
@@ -121,7 +121,7 @@ msgid "Adjacent to another blank line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:133
msgid "Consider breaking a line when it's longer than 100 characters. And it's also a good practice to insert a line feed (LF) character at the end of a file because some utilities have trouble recognizing the last line without it (i.e. Linux's *cat* command)."
msgid "Consider breaking a line when it's longer than 100 characters. And it's also a good practice to insert a line feed (LF) character at the end of a file because some utilities have trouble recognizing the last line without it (e.g. the *cat* command on Linux)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:138
@@ -129,7 +129,7 @@ msgid "Using spaces"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:140
msgid "Insert a space,"
msgid "Insert a space:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:142
@@ -173,11 +173,11 @@ msgid "After a single line comment symbol ('//'), and before it if used at the e
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153
msgid "Do not use a space,"
msgid "Do not use a space:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:155
msgid "After a type cast parentheses."
msgid "After type cast parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
@@ -201,7 +201,7 @@ msgid "Use *camelCase* for all other identifiers (i.e. local variables, method a
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:230
msgid "There's an exception with acronyms which consist of two letters like *'UI'* which should be written in upper case letters when used where Pascal case would be expected, and in lower case letters otherwise."
msgid "There's an exception with acronyms which consist of two letters, like *'UI'*, which should be written in uppercase letters when used where Pascal case would be expected, and in lowercase letters otherwise."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:233
@@ -209,7 +209,7 @@ msgid "Note that *'id'* is **not** an acronym, so it should be treated as a norm
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:244
msgid "It is generally discouraged to use a type name as a prefix of an identifier like *'string strText'* or *'float fPower'*, for example. However, there's an exception about interfaces, in which case they **should** be named using an upper case *'I'* as a prefix, like *'IInventoryHolder'* or *'IDamageable'*."
msgid "It is generally discouraged to use a type name as a prefix of an identifier, like *'string strText'* or *'float fPower'*, for example. An exception is made, however, for interfaces, which **should**, in fact, have an uppercase letter *'I'* prefixed to their names, like *'IInventoryHolder'* or *'IDamageable'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248
@@ -217,7 +217,7 @@ msgid "Lastly, consider choosing descriptive names and do not try to shorten the
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:251
msgid "For instance, if you want to write a code to find a nearby enemy and hit with a weapon, prefer"
msgid "For instance, if you want to write code to find a nearby enemy and hit it with a weapon, prefer"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:257

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -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 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 you to still create most of the 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
@@ -127,11 +127,11 @@ msgid "Pointers & referencing:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:109
msgid "In static languages such as C or C++ (and to some extent Java and C#), there is a distinction between a variable and a pointer/reference to a variable. The latter allows the object to be modified by other functions by passing a reference to the original one."
msgid "In static languages, such as C or C++ (and to some extent Java and C#), there is a distinction between a variable and a pointer/reference to a variable. The latter allows the object to be modified by other functions by passing a reference to the original one."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:114
msgid "In C# or Java, everything not a built-in type (int, float, sometimes String) is always a pointer or a reference. References are also garbage-collected automatically, which means they are erased when no longer used. Dynamically typed languages tend to use this memory model too. Some Examples:"
msgid "In C# or Java, everything not a built-in type (int, float, sometimes String) is always a pointer or a reference. References are also garbage-collected automatically, which means they are erased when no longer used. Dynamically typed languages tend to use this memory model, too. Some Examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:120
@@ -175,7 +175,7 @@ msgid "Dictionaries"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:233
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)."
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 in limited form)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:239
@@ -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 useful for writing initial states and quick structs:"
msgid "Dictionaries can also be used as data markup or quick structures. While GDScript's 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:318
@@ -223,7 +223,7 @@ msgid "The range() function can take 3 arguments:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:371
msgid "Some examples:"
msgid "Some statically typed programming language examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:381
@@ -303,7 +303,7 @@ msgid "Yes, we should call it Hulk typing instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:516
msgid "It's possible that the object being hit doesn't have a smash() function. Some dynamically typed languages simply ignore a method call when it doesn't exist (like Objective C), but GDScript is more strict, so checking if the function exists is desirable:"
msgid "It's possible that the object being hit doesn't have a smash() function. Some dynamically typed languages simply ignore a method call when it doesn't exist (like Objective C), but GDScript is stricter, so checking if the function exists is desirable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:527

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -131,7 +131,7 @@ msgid "else"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:168
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:818
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:819
msgid "for"
msgstr ""
@@ -148,7 +148,7 @@ msgid "Reserved for future implementation of do...while loops."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:172
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:807
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:808
msgid "while"
msgstr ""
@@ -157,7 +157,7 @@ msgid "See while_."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:174
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:847
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:848
msgid "match"
msgstr ""
@@ -928,7 +928,7 @@ msgid "Types are specified in the variable declaration using a ``:`` (colon) sym
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:571
msgid "If the variable is initialized within the declaration the type can be inferred, so it's possible to omit the type name::"
msgid "If the variable is initialized within the declaration, the type can be inferred, so it's possible to omit the type name::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:577
@@ -968,7 +968,7 @@ msgid "Values assigned to typed variables must have a compatible type. If it's n
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:595
msgid "Casting between object types results on the same object if the value is of the same type or a subtype of the casted type."
msgid "Casting between object types results in the same object if the value is of the same type or a subtype of the cast type."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:603
@@ -991,528 +991,528 @@ msgstr ""
msgid "Constants are similar to variables, but must be constants or constant expressions and must be assigned on initialization."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:644
msgid "Although the type of constants are inferred from the assigned value, it's also possible to add explicit type specification::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:645
msgid "Although the type of constants is inferred from the assigned value, it's also possible to add explicit type specification::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:650
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:651
msgid "Assigning a value of an incompatible type will raise an error."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:653
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:654
msgid "Enums"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:656
msgid "Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:658
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:659
msgid "If you pass a name to the enum, it would also put all the values inside a constant dictionary of that name."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:679
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:680
msgid "Functions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:681
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:682
msgid "Functions always belong to a `class <Classes_>`_. The scope priority for variable look-up is: local → class member → global. The ``self`` variable is always available and is provided as an option for accessing class members, but is not always required (and should *not* be sent as the function's first argument, unlike Python)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:694
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695
msgid "A function can ``return`` at any point. The default return value is ``null``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:696
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:697
msgid "Functions can also have type specification for the arguments and for the return value. Types for arguments can be added in a similar way to variables::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:702
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:703
msgid "If a function argument has a default value, it's possible to infer the type::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:707
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:708
msgid "The return type of the function can be specified after the arguments list using the arrow token (``->``)::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:713
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:714
msgid "Functions that have a return type **must** return a proper value. Setting the type as ``void`` means the function doesn't return anything. Void functions can return early with the ``return`` keyword, but they can't return any value."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:722
msgid "Non-void functions must **always** return a value, so if your code have branching statements (such as ``if``/``else`` construct), all the possible paths must have a return. E.g., if you have a ``return`` inside an ``if`` block but not after it, the editor will raise an error because if the block is not executed the function won't have a valid value to return."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:723
msgid "Non-void functions must **always** return a value, so if your code has branching statements (such as an ``if``/``else`` construct), all the possible paths must have a return. E.g., if you have a ``return`` inside an ``if`` block but not after it, the editor will raise an error because if the block is not executed, the function won't have a valid value to return."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:730
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:731
msgid "Referencing Functions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:732
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:733
msgid "Contrary to Python, functions are *not* first class objects in GDScript. This means they cannot be stored in variables, passed as an argument to another function or be returned from other functions. This is for performance reasons."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:736
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:737
msgid "To reference a function by name at runtime, (e.g. to store it in a variable, or pass it to another function as an argument) one must use the ``call`` or ``funcref`` helpers::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:749
msgid "Remember that default functions like ``_init``, and most notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all base classes automatically. So there is only a need to call the function explicitly when overloading them in some way."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:750
msgid "Remember that default functions, like ``_init``, and most notifications, such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all base classes automatically. So there is only a need to call the function explicitly when overloading them in some way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:757
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:758
msgid "Static functions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:759
msgid "A function can be declared static. When a function is static it has no access to the instance member variables or ``self``. This is mainly useful to make libraries of helper functions:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:760
msgid "A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``. This is mainly useful to make libraries of helper functions:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:770
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:771
msgid "Statements and control flow"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:772
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:773
msgid "Statements are standard and can be assignments, function calls, control flow structures, etc (see below). ``;`` as a statement separator is entirely optional."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:777
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:778
msgid "if/else/elif"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:779
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:780
msgid "Simple conditions are created by using the ``if``/``else``/``elif`` syntax. Parenthesis around conditions are allowed, but not required. Given the nature of the tab-based indentation, ``elif`` can be used instead of ``else``/``if`` to maintain a level of indentation."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:793
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:794
msgid "Short statements can be written on the same line as the condition::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800
msgid "Sometimes you might want to assign a different initial value based on a boolean expression. In this case ternary-if expressions come in handy::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:801
msgid "Sometimes you might want to assign a different initial value based on a boolean expression. In this case, ternary-if expressions come in handy::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:809
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:810
msgid "Simple loops are created by using ``while`` syntax. Loops can be broken using ``break`` or continued using ``continue``:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:820
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:821
msgid "To iterate through a range, such as an array or table, a *for* loop is used. When iterating over an array, the current array element is stored in the loop variable. When iterating over a dictionary, the *index* is stored in the loop variable."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:849
msgid "A ``match`` statement is used to branch execution of a program. It's the equivalent of the ``switch`` statement found in many other languages but offers some additional features."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850
msgid "A ``match`` statement is used to branch execution of a program. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:852
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:853
msgid "Basic syntax:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:865
msgid "**Crash-course for people who are familiar to switch statements**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:867
msgid "Replace ``switch`` with ``match``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:866
msgid "**Crash-course for people who are familiar with switch statements**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:868
msgid "Remove ``case``"
msgid "Replace ``switch`` with ``match``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:869
msgid "Remove any ``break``s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough."
msgid "Remove ``case``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:870
msgid "Remove any ``break``s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:871
msgid "Change ``default`` to a single underscore."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:873
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:874
msgid "**Control flow**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:875
msgid "The patterns are matched from top to bottom. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement. If you want to have a fallthrough you can use ``continue`` to stop execution in the current block and check the ones below it."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:876
msgid "The patterns are matched from top to bottom. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:879
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:880
msgid "There are 6 pattern types:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:891
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:892
msgid "constant pattern"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:882
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:883
msgid "constant primitives, like numbers and strings ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:903
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904
msgid "variable pattern"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:894
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:895
msgid "matches the contents of a variable/enum ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:917
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:918
msgid "wildcard pattern"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:906
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907
msgid "This pattern matches everything. It's written as a single underscore."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:908
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909
msgid "It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:930
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:931
msgid "binding pattern"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:920
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:921
msgid "A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name. It's especially useful in array and dictionary patterns. ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:949
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:950
msgid "array pattern"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:933
msgid "matches an array. Every single element of the array pattern is a pattern itself so you can nest them."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:934
msgid "matches an array. Every single element of the array pattern is a pattern itself, so you can nest them."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:935
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:936
msgid "The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:938
msgid "**Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:939
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940
msgid "Every subpattern has to be comma separated. ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:974
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:975
msgid "dictionary pattern"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:952
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:953
msgid "Works in the same way as the array pattern. Every key has to be a constant pattern."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:955
msgid "The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:956
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:957
msgid "**Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:958
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:959
msgid "Every subpattern has to be comma separated."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:960
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:961
msgid "If you don't specify a value, then only the existence of the key is checked."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:962
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:963
msgid "A value pattern is separated from the key pattern with a ``:`` ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:985
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:986
msgid "Multipatterns:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:977
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:978
msgid "You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them. ::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:988
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:989
msgid "Classes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:991
msgid "By default, all script files are unnamed classes. In this case, you can only reference them using the file's path, using either a relative or an absolute path. For example, if you name a script file ``character.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1005
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1006
msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the 'class_name' keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1020
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1021
msgid "Here's a class file example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1039
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1040
msgid "Godot's class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1047
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1048
msgid "Inheritance"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1049
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1050
msgid "A class (stored as a file) can inherit from"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1051
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1052
msgid "A global class"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1052
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1053
msgid "Another class file"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1053
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1054
msgid "An inner class inside another class file."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1055
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1056
msgid "Multiple inheritance is not allowed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1057
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1058
msgid "Inheritance uses the ``extends`` keyword:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1071
msgid "To check if a given instance inherits from a given class the ``is`` keyword can be used:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1072
msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1085
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1086
msgid "To call a function in a *base class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1092
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093
msgid "This is especially useful because functions in extending classes replace functions with the same name in their base classes. So if you still want to call them, you can use ``.`` like the ``super`` keyword in other languages:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1103
msgid "Class Constructor"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1104
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1105
msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So there is usually no need to call ``._init()`` explicitly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1108
msgid "Unlike the call of a regular function like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1109
msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1116
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1117
msgid "This is better explained through examples. Say we have this scenario:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1138
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139
msgid "There are a few things to keep in mind here:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1140
msgid "if the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case) then the inheriting class (``Idle.gd``) *has* to define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1143
msgid "``Idle.gd`` can have a different number of arguments than the base class ``State.gd``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1141
msgid "if the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *has* to define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1144
msgid "in the example above ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``"
msgid "``Idle.gd`` can have a different number of arguments than the base class ``State.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146
msgid "if ``Idle.gd``'s ``_init`` constructor takes 0 arguments it still needs to pass some value to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you can pass literals in the base constructor as well, not just variables. Eg.:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145
msgid "in the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1158
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1147
msgid "if ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you can pass literals in the base constructor as well, not just variables. Eg.:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1159
msgid "Inner classes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1161
msgid "A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` function."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1180
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
msgid "Classes as resources"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1182
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1183
msgid "Classes stored as files are treated as :ref:`resources <class_GDScript>`. They must be loaded from disk to access them in other classes. This is done using either the ``load`` or ``preload`` functions (see below). Instancing of a loaded class resource is done by calling the ``new`` function on the class object::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1198
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1199
msgid "Exports"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1200
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201
msgid "Class members can be exported. This means their value gets saved along with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached to. They will also be available for editing in the property editor. Exporting is done by using the ``export`` keyword::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1209
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
msgid "An exported variable must be initialized to a constant expression or have an export hint in the form of an argument to the export keyword (see below)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1212
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1213
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:1298
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1299
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:1303
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304
msgid "Exporting bit flags"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1305
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
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:1314
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1315
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:1322
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1323
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:1327
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1328
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:1331
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1332
msgid "Exporting arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1333
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1334
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:1370
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1371
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1372
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1373
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:1375
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
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:1382
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:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383
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:1399
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1400
msgid "Either of the *setter* or *getter* functions can be omitted:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1408
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
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:1411
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1412
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:1426
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1427
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1428
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1429
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:1443
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1444
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1445
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446
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:1453
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1454
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:1458
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1459
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1460
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461
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:1471
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1472
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:1487
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1488
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:1495
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1496
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:1507
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1508
msgid "Finally, emitting a custom signal is done by using the Object.emit_signal method:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1518
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1519
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1521
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:1542
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1566
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1543
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1567
msgid "Will print:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1550
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1551
msgid "It is also possible to pass values between yield() and resume(), for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1575
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1576
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1577
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1578
msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, 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:1592
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1593
msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1605
msgid "``my_func`` will only continue execution once both the buttons are pressed."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1606
msgid "``my_func`` will only continue execution once both buttons have been pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1608
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1609
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1610
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1611
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:1622
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1623
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:1632
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1633
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1634
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1635
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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "GDScript format strings"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:6
msgid "GDScript offers a feature called *format strings* which allows reusing text templates to succinctly create different but similar strings."
msgid "GDScript offers a feature called *format strings*, which allows reusing text templates to succinctly create different but similar strings."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:9
@@ -374,7 +374,7 @@ msgid "``\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:273
msgid "Combining both the ``String.format`` method and the ``%`` operator could be useful as ``String.format`` does not have a way to manipulate the representation of numbers."
msgid "Combining both the ``String.format`` method and the ``%`` operator could be useful, as ``String.format`` does not have a way to manipulate the representation of numbers."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:279

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -81,7 +81,7 @@ msgid "Blank lines"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:72
msgid "Surround functions and class definitions by a blank line."
msgid "Surround functions and class definitions with a blank line."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:74

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -85,7 +85,7 @@ msgid "How to use static typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:86
msgid "To define the type of a variable or a constant, write a colon after the variables name, followed by its type. E.g. ``var health: int``. This forces the type of variable to always stay the same:"
msgid "To define the type of a variable or a constant, write a colon after the variables name, followed by its type. E.g. ``var health: int``. This forces the variable's type to always stay the same:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:95
@@ -97,202 +97,202 @@ msgid "Currently you can use three types of… types:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:106
msgid "`Built-in types <http://docs.godotengine.org/en/3.0/getting_started/scripting/gdscript/gdscript_basics.html#built-in-types>`__"
msgid ":ref:`Built-in<gdscript_basics.html#built-in-types>`"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:108
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:107
msgid "Core classes and nodes (``Object``, ``Node``, ``Area2D``, ``Camera2D``, etc.)"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:110
msgid "Your own, custom classes. Look at the new `class_name <https://godot.readthedocs.io/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes>`__ feature to register types in the editor."
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:109
msgid "Your own, custom classes. Look at the new :ref:`class_name <doc_scripting_continued_class_name>` feature to register types in the editor."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:116
msgid "You don't need to write type hints for constants as Godot sets it automatically from the assigned value. But you can still do so to make the intent of your code clearer."
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:114
msgid "You don't need to write type hints for constants, as Godot sets it automatically from the assigned value. But you can still do so to make the intent of your code clearer."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:119
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:117
msgid "Custom variable types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:121
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:119
msgid "You can use any class, including your custom classes, as types. There are two ways to use them in scripts. The first method is to preload the script you want to use as a type in a constant:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:130
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:128
msgid "The second method is to use the ``class_name`` keyword when you create. For the example above, your Rifle.gd would look like this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:138
msgid "If you use ``class_name``, Godot registers the Rifle type globally in the editor, and you can use it anywhere without having to preload it into a constant:"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:136
msgid "If you use ``class_name``, Godot registers the Rifle type globally in the editor, and you can use it anywhere, without having to preload it into a constant:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:147
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:145
msgid "Variable casting"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:149
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:147
msgid "Type casting is a key concept in typed languages. Casting is the conversion of a value from one type to another."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:152
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:150
msgid "Imagine an Enemy in your game, that ``extends Area2D``. You want it to collide with the Player, a ``KinematicBody2D`` with a script called ``PlayerController`` attached to it. You use the ``on_body_entered`` signal to detect the collision. With typed code, the body you detect is going to be a generic ``PhysicsBody2D``, and not your ``PlayerController`` on the ``_on_body_entered`` callback."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:159
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:157
msgid "You can check if this ``PhysicsBody2D`` is your Player with the ``as`` casting keyword, and using the colon ``:`` again to force the variable to use this type. This forces the variable to stick to the ``PlayerController`` type:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:172
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:170
msgid "As were dealing with a custom type, if the ``body`` doesnt extend ``PlayerController``, the ``player``\\ variable will be set to ``null``. We can use this to check if the body is the player or not. We will also get full autocompletion on the player variable thanks to that cast."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:179
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:177
msgid "If you try to cast with a built-in type and it fails, Godot will throw an error."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:182
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:180
msgid "Safe lines"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:184
msgid "You can also use casting to ensure safe lines. Safe lines are a new tool in Godot 3.1 to tell you when ambiguous lines of code are type-safe. As you can mix and match typed and dynamic code, at times, Godot doesnt have enough information to if an instruction will trigger an error or not at runtime."
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:182
msgid "You can also use casting to ensure safe lines. Safe lines are a new tool in Godot 3.1 to tell you when ambiguous lines of code are type-safe. As you can mix and match typed and dynamic code, at times, Godot doesnt have enough information to know if an instruction will trigger an error or not at runtime."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:190
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:188
msgid "This happens when you get a child node. Lets take a timer for example: with dynamic code, you can get the node with ``$Timer``. GDScript supports `duck-typing <https://stackoverflow.com/a/4205163/8125343>`__, so even if your timer is of type ``Timer``, it is also a ``Node`` and an ``Object``, two classes it extends. With dynamic GDScript, you also dont care about the nodes type as long as it has the methods you need to call."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:198
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:196
msgid "You can use casting to tell Godot the type you expect when you get a node: ``($Timer as Timer)``, ``($Player as KinematicBody2D)``, etc. Godot will ensure the type works and if so, the line number will turn green at the left of the script editor."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:206
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:204
msgid "Safe vs Unsafe Line"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:210
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:208
msgid "You can turn off safe lines or change their color in the editor settings."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:213
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:211
msgid "Define the return type of a function with the arrow ->"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:215
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:213
msgid "To define the return type of a function, write a dash and a right angle bracket ``->`` after its declaration, followed by the return type:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:223
msgid "The type ``void`` means the function does not return anything. You can use any type as with variables:"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:221
msgid "The type ``void`` means the function does not return anything. You can use any type, as with variables:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:232
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:230
msgid "You can also use your own nodes as return types:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:247
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:245
msgid "Typed or dynamic: stick to one style"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:249
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:247
msgid "Typed GDScript and dynamic GDScript can coexist in the same project. But I recommended to stick to either style for consistency in your codebase, and for your peers. Its easier for everyone to work together if you follow the same guidelines, and faster to read and understand other peoples code."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:255
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:253
msgid "Typed code takes a little more writing, but you get the benefits we discussed above. Heres an example of the same, empty script, in a dynamic style:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:267
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:265
msgid "And with static typing:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:277
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:275
msgid "As you can see, you can also use types with the engines virtual methods. Signal callbacks, like any methods, can also use types. Heres a ``body_entered`` signal in a dynamic style:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:286
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:284
msgid "And the same callback, with type hints:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:293
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:291
msgid "Youre free to replace, e.g. the ``PhysicsBody2D``, with your own type, to cast parameters automatically:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:303
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:301
msgid "The ``bullet`` variable could hold any ``CollisionObject2D`` here, but we make sure it is our ``Bullet``, a node we created for our project. If its anything else, like an ``Area2D``, or any node that doesnt extend ``Bullet``, the ``bullet`` variable will be ``null``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:309
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:307
msgid "Warning system"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:311
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:309
msgid "The warning system complements typed GDScript. Its here to help you avoid mistakes that are hard to spot during development, and that may lead to runtime errors."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:315
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:313
msgid "You can configure warnings in the Project Settings under a new section called ``GDScript``:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:321
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:319
msgid "warning system project settings"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:323
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:321
msgid "You can find a list of warnings for the active GDScript file in the script editors status bar. The example below has 3 warnings:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:329
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:327
msgid "warning system example"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:331
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:329
msgid "To ignore specific warnings in one file, insert a special comment of the form ``#warning-ignore:warning-id``, or click on the ignore link to the right of the warnings description. Godot will add a comment above the corresponding line and the code wont trigger the corresponding warning anymore:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:340
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:338
msgid "warning system ignore example"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:342
msgid "Warnings wont prevent the game from running, but you can turn them into errors if youd like. This way your game wont compile unless you fix all warnings. Head to ``GDScript`` section of the Project Settings to turn on this option. Heres the same file as the previous example with warnings as errors turned on:"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:340
msgid "Warnings wont prevent the game from running, but you can turn them into errors if youd like. This way your game wont compile unless you fix all warnings. Head to the ``GDScript`` section of the Project Settings to turn on this option. Heres the same file as the previous example with warnings as errors turned on:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:351
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:349
msgid "warnings as errors"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:354
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:352
msgid "Cases where you cant specify types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:356
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:354
msgid "To wrap up this introduction, lets cover a few cases where you cant use type hints. All the examples below **will trigger errors**."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:359
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:357
msgid "You cant use Enums as types:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:366
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:364
msgid "You cant specify the type of individual members in an array. This will give you an error:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:373
msgid "You cant force the assignment of types in a ``for`` loop as each element the ``for`` keyword loops already has a different type. So you **cannot** write:"
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:371
msgid "You cant force the assignment of types in a ``for`` loop, as each element the ``for`` keyword loops over already has a different type. So you **cannot** write:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:383
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:381
msgid "Two scripts cant depend on each other in a cyclic fashion:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:402
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:400
msgid "Summary"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:404
msgid "Typed GDScript is a powerful tool. Coming with Godot 3.1, it can already help you write more structured code, help you avoid common errors, and create scalable systems. In the future, static types will also bring you a nice performance boost thanks to upcoming compiler optimizations."
#: ../../docs/getting_started/scripting/gdscript/static_typing.rst:402
msgid "Typed GDScript is a powerful tool. Available as of version 3.1 of Godot, it helps you write more structured code, avoid common errors, and create scalable systems. In the future, static types will also bring you a nice performance boost thanks to upcoming compiler optimizations."
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: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,7 +45,7 @@ msgid "Once it opens, the script type \"Visual Script\" must be selected from th
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:37
msgid "Finally, the Script Editor will open, allowing to start the editing of the visual script:"
msgid "Finally, the Script Editor will open, allowing you to start editing the visual script:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:43
@@ -113,7 +113,7 @@ msgid "Creating a Function Manually"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:109
msgid "The last way to create functions is to do it manually. In general this is not as common unless you really need it. Custom functions work when another (or the same) script calls them manually. The main use case for this is to separate a function into more, or reusing your visual code."
msgid "The last way to create functions is to do it manually. In general, this is not as common unless you really need it. Custom functions work when another (or the same) script calls them manually. The main use cases for this are breaking a larger function up into several manageable chunks and reusing your visual code."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:113

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -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, 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."
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
@@ -77,7 +77,7 @@ msgid "Disconnecting takes a bit more practice. Disconnecting in *Data Ports* ha
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:71
msgid "This may seem strange at the beginning, but it happens because *Data Ports* are 1:N (A single output port can connect to many inputs), while *Sequence Ports* are N:1 (Many sequence outputs can be connected to a single input)."
msgid "This may seem strange at first, but it happens because *Data Ports* are 1:N (A single output port can connect to many inputs), while *Sequence Ports* are N:1 (Many sequence outputs can be connected to a single input)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:75
@@ -149,7 +149,7 @@ msgid "Right-clicking the variable allows you to configure its properties:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:147
msgid "As it can be seen above, the type and initial value of the variable can be changed, as well as some property hints. Ticking the \"Export\" options makes the variable visible in the Inspector when selecting the node. This also makes it available to other scripts via the method described in the previous step."
msgid "As it can be seen above, the type and initial value of the variable can be changed, as well as some property hints. Ticking the \"Export\" option makes the variable visible in the Inspector when selecting the node. This also makes it available to other scripts via the method described in the previous step."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:153
@@ -169,11 +169,11 @@ msgid "It is also possible to create your own signals in a script and use them.
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:171
msgid "A signal can also be edited via right-click menu to customize its arguments:"
msgid "A signal can also be edited via the right-click menu to customize its arguments:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:176
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*:"
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
@@ -213,7 +213,7 @@ msgid "Constant nodes are nodes that provide values that, while not changing ove
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:219
msgid "The first one is \"Constant\" which allows you to select any value of any type as constant, from an integer (42) to a String (\"Hello!\"). In general this node is not used that often because of default input values in *Data Ports*, but it's good to know it exists."
msgid "The first one is \"Constant\", which allows you to select any value of any type as constant, from an integer (42) to a String (\"Hello!\"). In general, this node is not used that often because of default input values in *Data Ports*, but it's good to know it exists."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:221
@@ -221,7 +221,7 @@ msgid "The second is the GlobalConstant node, which contains a long list of cons
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:224
msgid "The third one is MathConstant, which provides typical mathematical constants such as PI, E, etc."
msgid "The third one is MathConstant, which provides typical mathematical constants, such as PI, E, etc."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:228
@@ -249,7 +249,7 @@ msgid "Engine Singleton"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:251
msgid "Engine singletons are global interfaces (meaning they can be accessed without a reference, unlike Scene Nodes, they are always available). They have several purposes, but in general they are useful for low level access or OS-related access."
msgid "Engine singletons are global interfaces (meaning they can be accessed without a reference; unlike Scene Nodes, they are always available). They have several purposes, but in general, they are useful for low-level access or OS-related access."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:257
@@ -289,11 +289,11 @@ msgid "SceneTree"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290
msgid "This node is similar to the Singleton node because it references the SceneTree, which contains the active scene. SceneTree, however, only works when the node is sitting in the scene and active, otherwise accessing it will return as an error."
msgid "This node is similar to the Singleton node because it references the SceneTree, which contains the active scene. SceneTree, however, only works when the node is sitting in the scene and active, otherwise accessing it will return an error."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:294
msgid "SceneTree allows for many low level things, like setting stretch options, calling groups, make timers, or even load another scene. It's a good class to get familiar with."
msgid "SceneTree allows for many low-level things, like setting stretch options, calling groups, make timers, or even load another scene. It's a good class to get familiar with."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:299
@@ -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 useful helpers. 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
@@ -497,7 +497,7 @@ msgid "Operators"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:474
msgid "These are mostly generic operators such as addition, multiplication, comparison, etc. By default, these mostly accept any datatype (and will error in run-time if the types fed do not match for the operator). It is always recommended to set the right type for operators to catch errors faster and make the graph easier to read."
msgid "These are mostly generic operators, such as addition, multiplication, comparison, etc. By default, these mostly accept any datatype (and will throw an error at run-time if the types fed do not match those expected by the operator). It is always recommended to set the right type for operators to catch errors faster and make the graph easier to read."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:483

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -93,7 +93,7 @@ msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
msgid "When the folder path is correct you'll see a green checkmark."
msgid "When the folder path is correct, you'll see a green checkmark."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
@@ -105,7 +105,7 @@ msgid "Your first look at Godots editor"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid "Welcome to Godot! With your project open you should see the editors interface with the 3d viewport active. You can change the current workspace at the top of the interface. Click on 2d to switch to the 2d workspace."
msgid "Welcome to Godot! With your project open, you should see the editors interface with the 3D viewport active. You can change the current workspace at the top of the interface. Click on 2D to switch to the 2D workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
@@ -125,7 +125,7 @@ msgid "At the top, from left to right, you can see the **main menus**, the **wor
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid "On the left side you have the **FileSystem dock**, where youll manage your project files and assets."
msgid "On the left side, you have the **FileSystem dock**, where youll manage your project files and assets."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
@@ -133,7 +133,7 @@ msgid "|image11|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid "On the right side youll find the **Scene dock** that lists the active scenes content and the **Inspector** in the bottom right corner."
msgid "On the right side, youll find the **Scene dock**, which lists the active scenes content and the **Inspector** in the bottom right corner."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
@@ -141,7 +141,7 @@ msgid "|image12|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
msgid "In the center you have the **Toolbar** at the top, where youll find tools to move, scale or lock your scenes objects. It changes as you jump to different workspaces."
msgid "In the center, you have the **Toolbar** at the top, where youll find tools to move, scale or lock your scenes objects. It changes as you jump to different workspaces."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -189,7 +189,7 @@ msgid "The Inspector will now display your Resource script's custom properties.
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:225
msgid "If the script's language supports `script classes <https://godot.readthedocs.io/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes>`__, then it streamlines the process. Defining a name for your script alone will add it to the Inspector's creation dialog. This will auto-add your script to the Resource object you create."
msgid "If the script's language supports :ref:`script classes <doc_scripting_continued_class_name>`, then it streamlines the process. Defining a name for your script alone will add it to the Inspector's creation dialog. This will auto-add your script to the Resource object you create."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:230

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -158,6 +158,10 @@ msgid "After a scene is loaded, it is often desired to change this scene for ano
msgstr ""
#: ../../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`."
msgid "Rather than using file paths, one can also use ready-made :ref:`PackedScene <class_PackedScene>` resources using the equivalent function :ref:`SceneTree.change_scene_to(PackedScene scene) <class_SceneTree_change_scene_to>`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:182
msgid "These are quick and useful ways to switch scenes but have 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 ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -77,7 +77,7 @@ msgid "Nodes can be added to groups, as many as desired per node, and is a usefu
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:92
msgid "And the second way is from code. One example would be to tag scenes which are enemies:"
msgid "And the second way is from code. One example would be to tag nodes which are enemies:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:110
@@ -164,27 +164,27 @@ msgstr ""
msgid "The advantage of this two-step process is that a packed scene may be kept loaded and ready to use so that you can create as many instances as desired. This is especially useful to quickly instance several enemies, bullets, and other entities in the active scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:387
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:389
msgid "Register scripts as classes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:389
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:391
msgid "Godot has a \"Script Class\" feature to register individual scripts with the Editor. By default, you can only access unnamed scripts by loading the file directly."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:393
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:395
msgid "You can name a script and register it as a type in the editor with the ``class_name`` keyword followed by the class's name. You may add a comma and an optional path to an image to use as an icon. You will then find your new type in the Node or Resource creation dialog."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:415
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:417
msgid "In Godot 3.1:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:417
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:419
msgid "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered languages, can register scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:418
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:420
msgid "Only GDScript creates global variables for each named script."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -93,696 +93,712 @@ msgid "Save the scene. Click Scene -> Save, or press ``Ctrl+S`` on Windows/Linux
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:83
msgid "For this project, we will be following the Godot naming conventions. Classes (nodes) use ``PascalCase``, variables and functions use ``snake_case``, and constants use ``ALL_CAPS``."
msgid "For this project, we will be following the Godot naming conventions."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:88
#: ../../docs/getting_started/step_by_step/your_first_game.rst:85
msgid "**GDScript**: Classes (nodes) use PascalCase, variables and functions use snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:89
msgid "**C#**: Classes, export variables and methods use PascalCase, private fields use _camelCase, local variables and parameters use camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type the method names precisely when connecting signals."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:96
msgid "Sprite animation"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:90
#: ../../docs/getting_started/step_by_step/your_first_game.rst:98
msgid "Click on the ``Player`` node and add an :ref:`AnimatedSprite <class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Frames`` property in the Inspector and click \"<null>\" -> \"New SpriteFrames\". Next, in the same location, click ``<SpriteFrames>`` to open the \"SpriteFrames\" panel:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:102
#: ../../docs/getting_started/step_by_step/your_first_game.rst:110
msgid "On the left is a list of animations. Click the \"default\" one and rename it to \"right\". Then click the \"Add\" button to create a second animation named \"up\". Drag the two images for each animation, named ``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the \"Animation Frames\" side of the panel:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:109
#: ../../docs/getting_started/step_by_step/your_first_game.rst:117
msgid "The player images are a bit too large for the game window, so we need to scale them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D`` heading."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:116
#: ../../docs/getting_started/step_by_step/your_first_game.rst:124
msgid "Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child of ``Player``. This will determine the player's \"hitbox\", or the bounds of its collision area. For this character, a ``CapsuleShape2D`` node gives the best fit, so next to \"Shape\" in the Inspector, click \"<null>\"\" -> \"New CapsuleShape2D\". Resize the shape to cover the sprite:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:124
#: ../../docs/getting_started/step_by_step/your_first_game.rst:132
msgid "Don't scale the shape's outline! Only use the size handles (circled in red) to adjust the shape!"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:127
#: ../../docs/getting_started/step_by_step/your_first_game.rst:135
msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:132
#: ../../docs/getting_started/step_by_step/your_first_game.rst:140
msgid "Moving the player"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:134
#: ../../docs/getting_started/step_by_step/your_first_game.rst:142
msgid "Now we need to add some functionality that we can't get from a built-in node, so we'll add a script. Click the ``Player`` node and click the \"Add Script\" button:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:140
#: ../../docs/getting_started/step_by_step/your_first_game.rst:148
msgid "In the script settings window, you can leave the default settings alone. Just click \"Create\":"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:143
#: ../../docs/getting_started/step_by_step/your_first_game.rst:151
msgid "If you're creating a C# script or other languages, select the language from the `language` drop down menu before hitting create."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:148
#: ../../docs/getting_started/step_by_step/your_first_game.rst:156
msgid "If this is your first time encountering GDScript, please read :ref:`doc_scripting` before continuing."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:151
#: ../../docs/getting_started/step_by_step/your_first_game.rst:159
msgid "Start by declaring the member variables this object will need:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:172
#: ../../docs/getting_started/step_by_step/your_first_game.rst:180
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
msgid "If you're using C#, you need to restart Godot editor temporarily to see exported variables in the editor until it's fixed."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:185
msgid "If you're using C#, you need to (re)build the project assemblies whenever you want to see new export variables or signals. This build can be manually triggered by clicking the word \"Mono\" at the bottom of the editor window to reveal the Mono Panel, then clicking the \"Build Project\" button."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:182
#: ../../docs/getting_started/step_by_step/your_first_game.rst:193
msgid "The ``_ready()`` function is called when a node enters the scene tree, which is a good time to find the size of the game window:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:198
#: ../../docs/getting_started/step_by_step/your_first_game.rst:209
msgid "Now we can use the ``_process()`` function to define what the player will do. ``_process()`` is called every frame, so we'll use it to update elements of our game, which we expect will change often. Here we'll make it:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:202
#: ../../docs/getting_started/step_by_step/your_first_game.rst:213
msgid "Check for input."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:203
#: ../../docs/getting_started/step_by_step/your_first_game.rst:214
msgid "Move in the given direction."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:204
#: ../../docs/getting_started/step_by_step/your_first_game.rst:215
msgid "Play the appropriate animation."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:206
#: ../../docs/getting_started/step_by_step/your_first_game.rst:217
msgid "First, we need to check for input - is the player pressing a key? For this game, we have 4 direction inputs to check. Input actions are defined in the Project Settings under \"Input Map\". You can define custom events and assign different keys, mouse events, or other inputs to them. For this demo, we will use the default events that are assigned to the arrow keys on the keyboard."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:213
#: ../../docs/getting_started/step_by_step/your_first_game.rst:224
msgid "You can detect whether a key is pressed using ``Input.is_action_pressed()``, which returns ``true`` if it is pressed or ``false`` if it isn't."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:266
#: ../../docs/getting_started/step_by_step/your_first_game.rst:286
msgid "We check each input and add/subtract from the ``velocity`` to obtain a total direction. For example, if you hold ``right`` and ``down`` at the same time, the resulting ``velocity`` vector will be ``(1, 1)``. In this case, since we're adding a horizontal and a vertical movement, the player would move *faster* than if it just moved horizontally."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:272
#: ../../docs/getting_started/step_by_step/your_first_game.rst:292
msgid "We can prevent that if we *normalize* the velocity, which means we set its *length* to ``1``, and multiply by the desired speed. This means no more fast diagonal movement."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:276
#: ../../docs/getting_started/step_by_step/your_first_game.rst:296
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
#: ../../docs/getting_started/step_by_step/your_first_game.rst:300
msgid "We also check whether the player is moving so we can start or stop the AnimatedSprite animation."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:283
#: ../../docs/getting_started/step_by_step/your_first_game.rst:303
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
#: ../../docs/getting_started/step_by_step/your_first_game.rst:306
msgid "``$`` is shorthand for ``get_node()``. So in the code above, ``$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\").play()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:289
#: ../../docs/getting_started/step_by_step/your_first_game.rst:309
msgid "Now that we have a movement direction, we can update ``Player``'s position and use ``clamp()`` to prevent it from leaving the screen by adding the following to the bottom of the ``_process`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:309
#: ../../docs/getting_started/step_by_step/your_first_game.rst:329
msgid "*Clamping* a value means restricting it to a given range."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:311
#: ../../docs/getting_started/step_by_step/your_first_game.rst:331
msgid "Click \"Play Scene\" (``F6``) and confirm you can move the player around the screen in all directions. The console output that opens upon playing the scene can be closed by clicking ``Output`` (which should be highlighted in blue) in the lower left of the Bottom Panel."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:315
#: ../../docs/getting_started/step_by_step/your_first_game.rst:335
msgid "If you get an error in the \"Debugger\" panel that refers to a \"null instance\", this likely means you spelled the node name wrong. Node names are case-sensitive and ``$NodeName`` or ``get_node(\"NodeName\")`` must match the name you see in the scene tree."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:320
#: ../../docs/getting_started/step_by_step/your_first_game.rst:340
msgid "Choosing animations"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:322
#: ../../docs/getting_started/step_by_step/your_first_game.rst:342
msgid "Now that the player can move, we need to change which animation the AnimatedSprite is playing based on direction. We have a \"right\" animation, which should be flipped horizontally using the ``flip_h`` property for left movement, and an \"up\" animation, which should be flipped vertically with ``flip_v`` for downward movement. Let's place this code at the end of our ``_process()`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:353
#: ../../docs/getting_started/step_by_step/your_first_game.rst:376
msgid "The boolean assignments in the code above are a common shorthand for programmers. Consider this code versus the shortened boolean assignment above:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:372
#: ../../docs/getting_started/step_by_step/your_first_game.rst:395
msgid "Play the scene again and check that the animations are correct in each of the directions. When you're sure the movement is working correctly, add this line to ``_ready()``, so the player will be hidden when the game starts:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:387
#: ../../docs/getting_started/step_by_step/your_first_game.rst:410
msgid "Preparing for collisions"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:389
#: ../../docs/getting_started/step_by_step/your_first_game.rst:412
msgid "We want ``Player`` to detect when it's hit by an enemy, but we haven't made any enemies yet! That's OK, because we're going to use Godot's *signal* functionality to make it work."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:393
#: ../../docs/getting_started/step_by_step/your_first_game.rst:416
msgid "Add the following at the top of the script, after ``extends Area2d``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:405
#: ../../docs/getting_started/step_by_step/your_first_game.rst:430
msgid "This defines a custom signal called \"hit\" that we will have our player emit (send out) when it collides with an enemy. We will use ``Area2D`` to detect the collision. Select the ``Player`` node and click the \"Node\" tab next to the Inspector tab to see the list of signals the player can emit:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:412
#: ../../docs/getting_started/step_by_step/your_first_game.rst:437
msgid "Notice our custom \"hit\" signal is there as well! Since our enemies are going to be ``RigidBody2D`` nodes, we want the ``body_entered( Object body )`` signal; this will be emitted when a body contacts the player. Click \"Connect..\" and then \"Connect\" again on the \"Connecting Signal\" window. We don't need to change any of these settings - Godot will automatically create a function called ``_on_Player_body_entered`` in your player's script."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:420
#: ../../docs/getting_started/step_by_step/your_first_game.rst:445
msgid "When connecting a signal, instead of having Godot create a function for you, you can also give the name of an existing function that you want to link the signal to."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:424
#: ../../docs/getting_started/step_by_step/your_first_game.rst:449
msgid "Add this code to the function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:447
#: ../../docs/getting_started/step_by_step/your_first_game.rst:468
msgid "Disabling the area's collision shape means it won't detect collisions. By turning it off, we make sure we don't trigger the ``hit`` signal more than once."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:452
#: ../../docs/getting_started/step_by_step/your_first_game.rst:472
msgid "The last piece for our player is to add a function we can call to reset the player when starting a new game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:475
#: ../../docs/getting_started/step_by_step/your_first_game.rst:493
msgid "Enemy scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:477
#: ../../docs/getting_started/step_by_step/your_first_game.rst:495
msgid "Now it's time to make the enemies our player will have to dodge. Their behavior will not be very complex: mobs will spawn randomly at the edges of the screen and move in a random direction in a straight line, then despawn when they go offscreen."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:482
#: ../../docs/getting_started/step_by_step/your_first_game.rst:500
msgid "We will build this into a ``Mob`` scene, which we can then *instance* to create any number of independent mobs in the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:486
#: ../../docs/getting_started/step_by_step/your_first_game.rst:504
msgid "Node setup"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:488
#: ../../docs/getting_started/step_by_step/your_first_game.rst:506
msgid "Click Scene -> New Scene and we'll create the Mob."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:490
#: ../../docs/getting_started/step_by_step/your_first_game.rst:508
msgid "The Mob scene will use the following nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:492
#: ../../docs/getting_started/step_by_step/your_first_game.rst:510
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:494
#: ../../docs/getting_started/step_by_step/your_first_game.rst:512
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:495
#: ../../docs/getting_started/step_by_step/your_first_game.rst:513
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:496
#: ../../docs/getting_started/step_by_step/your_first_game.rst:514
msgid ":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named ``Visibility``)"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:498
#: ../../docs/getting_started/step_by_step/your_first_game.rst:516
msgid "Don't forget to set the children so they can't be selected, like you did with the Player scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:501
#: ../../docs/getting_started/step_by_step/your_first_game.rst:519
msgid "In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity Scale`` to ``0``, so the mob will not fall downward. In addition, under the ``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first box. This will ensure the mobs do not collide with each other."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:508
#: ../../docs/getting_started/step_by_step/your_first_game.rst:526
msgid "Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. Set the ``Playing`` property in the Inspector to \"On\" and adjust the \"Speed (FPS)\" setting as shown below. We'll select one of these animations randomly so that the mobs will have some variety."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:515
#: ../../docs/getting_started/step_by_step/your_first_game.rst:533
msgid "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:517
#: ../../docs/getting_started/step_by_step/your_first_game.rst:535
msgid "Like the player images, these mob images need to be scaled down. Set the ``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:520
#: ../../docs/getting_started/step_by_step/your_first_game.rst:538
msgid "As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To align the shape with the image, you'll need to set the ``Rotation Degrees`` property to ``90`` under ``Node2D``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:525
#: ../../docs/getting_started/step_by_step/your_first_game.rst:543
msgid "Enemy script"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:527
#: ../../docs/getting_started/step_by_step/your_first_game.rst:545
msgid "Add a script to the ``Mob`` and add the following member variables:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:551
#: ../../docs/getting_started/step_by_step/your_first_game.rst:571
msgid "We'll pick a random value between ``min_speed`` and ``max_speed`` for how fast each mob will move (it would be boring if they were all moving at the same speed). Set them to ``150`` and ``250`` in the Inspector. We also have an array containing the names of the three animations, which we'll use to select a random one."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:557
#: ../../docs/getting_started/step_by_step/your_first_game.rst:577
msgid "Now let's look at the rest of the script. In ``_ready()`` we randomly choose one of the three animation types:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:581
#: ../../docs/getting_started/step_by_step/your_first_game.rst:596
msgid "You must use ``randomize()`` if you want your sequence of \"random\" numbers to be different every time you run the scene. We're going to use ``randomize()`` in our ``Main`` scene, so we won't need it here. ``randi() % n`` is the standard way to get a random integer between ``0`` and ``n-1``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:587
#: ../../docs/getting_started/step_by_step/your_first_game.rst:602
msgid "The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``Visibility`` node and add this code:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:604
#: ../../docs/getting_started/step_by_step/your_first_game.rst:619
msgid "This completes the `Mob` scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:607
#: ../../docs/getting_started/step_by_step/your_first_game.rst:622
msgid "Main scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:609
#: ../../docs/getting_started/step_by_step/your_first_game.rst:624
msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node <class_Node>` named ``Main``. Click the \"Instance\" button and select your saved ``Player.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:615
#: ../../docs/getting_started/step_by_step/your_first_game.rst:630
msgid "See :ref:`doc_instancing` to learn more about instancing."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:617
#: ../../docs/getting_started/step_by_step/your_first_game.rst:632
msgid "Now, add the following nodes as children of ``Main``, and name them as shown (values are in seconds):"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:620
#: ../../docs/getting_started/step_by_step/your_first_game.rst:635
msgid ":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:621
#: ../../docs/getting_started/step_by_step/your_first_game.rst:636
msgid ":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:622
#: ../../docs/getting_started/step_by_step/your_first_game.rst:637
msgid ":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:623
#: ../../docs/getting_started/step_by_step/your_first_game.rst:638
msgid ":ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate the player's start position"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:625
#: ../../docs/getting_started/step_by_step/your_first_game.rst:640
msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:628
#: ../../docs/getting_started/step_by_step/your_first_game.rst:643
msgid "``MobTimer``: ``0.5``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:629
#: ../../docs/getting_started/step_by_step/your_first_game.rst:644
msgid "``ScoreTimer``: ``1``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:630
#: ../../docs/getting_started/step_by_step/your_first_game.rst:645
msgid "``StartTimer``: ``2``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:632
#: ../../docs/getting_started/step_by_step/your_first_game.rst:647
msgid "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:636
#: ../../docs/getting_started/step_by_step/your_first_game.rst:651
msgid "Spawning mobs"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:638
#: ../../docs/getting_started/step_by_step/your_first_game.rst:653
msgid "The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Add a :ref:`Path2D <class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:645
#: ../../docs/getting_started/step_by_step/your_first_game.rst:660
msgid "Select the middle one (\"Add Point\") and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure \"Snap to Grid\" is checked. This option can be found under the \"Snapping options\" button to the left of the \"Lock\" button, appearing as a series of three vertical dots."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:653
#: ../../docs/getting_started/step_by_step/your_first_game.rst:668
msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:656
#: ../../docs/getting_started/step_by_step/your_first_game.rst:671
msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:659
#: ../../docs/getting_started/step_by_step/your_first_game.rst:674
msgid "Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:665
#: ../../docs/getting_started/step_by_step/your_first_game.rst:680
msgid "Main script"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:667
#: ../../docs/getting_started/step_by_step/your_first_game.rst:682
msgid "Add a script to ``Main``. At the top of the script, we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:706
#: ../../docs/getting_started/step_by_step/your_first_game.rst:722
msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property under the Script Variables of the ``Main`` node."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:709
#: ../../docs/getting_started/step_by_step/your_first_game.rst:725
msgid "Next, click on the Player and connect the ``hit`` signal. We want to make a new function named ``game_over``, which will handle what needs to happen when a game ends. Type \"game_over\" in the \"Method In Node\" box at the bottom of the \"Connecting Signal\" window. Add the following code, as well as a ``new_game`` function to set everything up for a new game:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:751
#: ../../docs/getting_started/step_by_step/your_first_game.rst:762
msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``). ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:782
#: ../../docs/getting_started/step_by_step/your_first_game.rst:789
msgid "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:788
#: ../../docs/getting_started/step_by_step/your_first_game.rst:795
msgid "Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:791
#: ../../docs/getting_started/step_by_step/your_first_game.rst:798
msgid "Now click on ``MobTimer`` in the scene window then head to inspector window, switch to node view then click on ``timeout()`` and connect the signal."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:794
#: ../../docs/getting_started/step_by_step/your_first_game.rst:801
msgid "Add the following code:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:841
#: ../../docs/getting_started/step_by_step/your_first_game.rst:848
msgid "In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:847
#: ../../docs/getting_started/step_by_step/your_first_game.rst:854
msgid "HUD"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:849
#: ../../docs/getting_started/step_by_step/your_first_game.rst:856
msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:855
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
msgid "The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:859
#: ../../docs/getting_started/step_by_step/your_first_game.rst:866
msgid "The HUD displays the following information:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:861
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
msgid "Score, changed by ``ScoreTimer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
#: ../../docs/getting_started/step_by_step/your_first_game.rst:869
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:863
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
msgid "A \"Start\" button to begin the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:865
#: ../../docs/getting_started/step_by_step/your_first_game.rst:872
msgid "The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>` and :ref:`Button <class_Button>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:869
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
msgid "Create the following as children of the ``HUD`` node:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:871
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:872
#: ../../docs/getting_started/step_by_step/your_first_game.rst:879
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:873
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
msgid ":ref:`Button <class_Button>` named ``StartButton``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:874
#: ../../docs/getting_started/step_by_step/your_first_game.rst:881
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
msgid "Arrange the nodes as shown below. Click the \"Anchor\" button to set a Control node's anchor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
#: ../../docs/getting_started/step_by_step/your_first_game.rst:895
msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:892
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
msgid "ScoreLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
#: ../../docs/getting_started/step_by_step/your_first_game.rst:901
msgid "``Layout``: \"Center Top\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:895
#: ../../docs/getting_started/step_by_step/your_first_game.rst:908
#: ../../docs/getting_started/step_by_step/your_first_game.rst:921
#: ../../docs/getting_started/step_by_step/your_first_game.rst:902
#: ../../docs/getting_started/step_by_step/your_first_game.rst:915
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
msgid "``Margin``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:897
#: ../../docs/getting_started/step_by_step/your_first_game.rst:904
msgid "Left: ``-25``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
#: ../../docs/getting_started/step_by_step/your_first_game.rst:905
msgid "Top: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
#: ../../docs/getting_started/step_by_step/your_first_game.rst:906
msgid "Right: ``25``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:900
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
msgid "Bottom: ``100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:902
#: ../../docs/getting_started/step_by_step/your_first_game.rst:909
msgid "Text: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:905
#: ../../docs/getting_started/step_by_step/your_first_game.rst:912
msgid "MessageLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
#: ../../docs/getting_started/step_by_step/your_first_game.rst:914
msgid "``Layout``: \"Center\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:910
#: ../../docs/getting_started/step_by_step/your_first_game.rst:917
msgid "Left: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:911
#: ../../docs/getting_started/step_by_step/your_first_game.rst:918
msgid "Top: ``-150``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:912
#: ../../docs/getting_started/step_by_step/your_first_game.rst:919
msgid "Right: ``200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
msgid "Bottom: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:915
#: ../../docs/getting_started/step_by_step/your_first_game.rst:922
msgid "Text: ``Dodge the Creeps!``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:918
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
msgid "StartButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
#: ../../docs/getting_started/step_by_step/your_first_game.rst:927
msgid "``Layout``: \"Center Bottom\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:923
#: ../../docs/getting_started/step_by_step/your_first_game.rst:930
msgid "Left: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:924
#: ../../docs/getting_started/step_by_step/your_first_game.rst:931
msgid "Top: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
#: ../../docs/getting_started/step_by_step/your_first_game.rst:932
msgid "Right: ``100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:926
#: ../../docs/getting_started/step_by_step/your_first_game.rst:933
msgid "Bottom: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:928
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
msgid "Text: ``Start``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:930
#: ../../docs/getting_started/step_by_step/your_first_game.rst:937
msgid "To make the text of the ``MessageLabel`` fit the game's window click the small icon next to your text property. This will open up a new window where you can add a new line between the words. 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:938
#: ../../docs/getting_started/step_by_step/your_first_game.rst:945
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:942
#: ../../docs/getting_started/step_by_step/your_first_game.rst:949
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:948
#: ../../docs/getting_started/step_by_step/your_first_game.rst:955
msgid "Now add this script to ``HUD``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:965
#: ../../docs/getting_started/step_by_step/your_first_game.rst:974
msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:988
#: ../../docs/getting_started/step_by_step/your_first_game.rst:996
msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\". On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1017
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1026
msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and show the \"Start\" button."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1035
msgid "This function is called in ``Main`` whenever the score changes."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1043
msgid "This function is called by ``Main`` whenever the score changes."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1037
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1045
msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1067
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1072
msgid "Connecting HUD to Main"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1069
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1074
msgid "Now that we're done creating the ``HUD`` scene, save it and go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn't miss anything:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1076
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1081
msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1079
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1084
msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1082
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1087
msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1097
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1102
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1109
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1113
msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1122
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1125
msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1126
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1129
msgid "Finishing up"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1131
msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1133
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1136
msgid "Background"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1135
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1138
msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and drag the size of the ``ColorRect`` so that it covers the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1142
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1145
msgid "You can also add a background image, if you have one, by using a ``Sprite`` node."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1146
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1149
msgid "Sound effects"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1148
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1151
msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1153
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1156
msgid "Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1158
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1161
msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1161
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1167
msgid "Particles"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1166
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1169
msgid "For one last bit of visual appeal, let's add a trail effect to the player's movement. Choose your ``Player`` scene and add a :ref:`Particles2D <class_Particles2D>` node named ``Trail``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1173
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:1176
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1179
msgid "You also need to create a ``Material`` by clicking on ``<null>`` and then \"New ParticlesMaterial\". The settings for that are below:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1184
msgid "To make the gradient for the \"Color Ramp\" setting, we want a gradient taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) to 0.0 (fully transparent)."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1188
msgid "Click \"New GradientTexture\", then under \"Gradient\", click \"New Gradient\". You'll see a window like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1190
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1193
msgid "The left and right boxes represent the start and end colors. Click on each and then click the large square on the right to choose the color. For the first color, set the ``A`` (alpha) value to around halfway. For the second, set it all the way to ``0``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1195
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1198
msgid "See :ref:`Particles2D <class_Particles2D>` for more details on using particle effects."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1199
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1202
msgid "Project files"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1201
msgid "You can find a completed version of this project here: https://github.com/kidscancode/Godot3_dodge/releases"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1205
msgid "You can find a completed version of this project at these locations:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1205
msgid "https://github.com/kidscancode/Godot3_dodge/releases"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1206
msgid "https://github.com/godotengine/godot-demo-projects"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,11 +49,11 @@ msgid "Multiple Actions For Single Object"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:12
msgid "In most games, one objects would have several animations to switch between. This addon have a support for exporting multiple actions all at once into a single AnimationPlayer and makes it easy to switch actions."
msgid "In most games, one object would have several animations to switch between. This add-on has support for exporting multiple actions all at once into a single AnimationPlayer and makes it easy to switch actions."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:16
msgid "This workflow makes use of blender nla_tracks. Here is a brief guide of how to use this feature:"
msgid "This workflow makes use of blender nla_tracks. Here is a brief guide on how to use this feature:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:19
@@ -65,7 +65,7 @@ msgid "**2. Stash the active action**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:25
msgid "the stashed action while not action would still be exported"
msgid "The stashed action, while not active, will still be exported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:29
@@ -73,11 +73,11 @@ msgid "**3. Check stashed actions in 'NLA Editor' [optional]**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:31
msgid "Switch workspace to 'NLA Editor'"
msgid "Switch workspace to 'NLA Editor'."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:35
msgid "Make sure all stashed actions are muted"
msgid "Make sure all stashed actions are muted."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:39
@@ -85,7 +85,7 @@ msgid "**4. Export the scene**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:41
msgid "all the stashed action as well as the active action are exported to the an AnimationPlayer"
msgid "All the stashed actions, as well as the active action, are exported to an AnimationPlayer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:48
@@ -93,7 +93,7 @@ msgid "Constraints"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:49
msgid "Sometimes complicated animation is built with object constraint, an usual example is inverse kinematics. The addon would automatically check if an object has some constraint, if it does, all the constraints are baked into every action the object has and then exported."
msgid "Sometimes complicated animation is built with object constraint; a usual example is inverse kinematics. The add-on would automatically check if an object has some constraint; if it does, all the constraints are baked into every action the object has and then exported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:56
@@ -101,7 +101,7 @@ msgid "Animation Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:57
msgid "Godot and Blender have different structure to store animation data. In Godot animation data is stored in an AnimationPlayer node, instead of in each animated node. In order to fix this inconsistence and still make the animation play versatile, this addon has three animation exporting modes."
msgid "Godot and Blender have different structure to store animation data. In Godot animation data is stored in an AnimationPlayer node, instead of in each animated node. In order to fix this inconsistence and still make the animation play versatile, this add-on has three animation exporting modes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:64
@@ -109,7 +109,7 @@ msgid "**Mode 'Animation as Actions'**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:66
msgid "Treat all the animation as object actions, so in the exported scene, every object would have its own AnimationPlayer and hold its actions."
msgid "Treat all the animations as object actions, so in the exported scene, every object would have its own AnimationPlayer and hold its actions."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:70
@@ -117,7 +117,7 @@ msgid "**Mode 'Scene Animation'**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:72
msgid "If you want your animation generate same result as playing at Blender's timeline, this is what you want. In this mode, all the animation in the scene are placed in just one AnimationPlayer in the scene root."
msgid "If you want your animation to generate the same result as playing at Blender's timeline, this is what you want. In this mode, all the animations in the scene are placed in just one AnimationPlayer in the scene root."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:76
@@ -125,6 +125,6 @@ msgid "**Mode 'Animation as Action with Squash'**"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/animation.rst:78
msgid "This mode has very similar behaviour of mode 'Animation as Action', but it can generate less AnimationPlayers, objects in parent-children relation would share their AnimationPlayer. It is useful when you have several rigs, and each Skeleton and Mesh has actions, then one rig would have just one AnimationPlayer."
msgid "This mode has very similar behaviour of mode 'Animation as Action', but it can generate fewer AnimationPlayers; objects in parent-children relationship would share their AnimationPlayer. It is useful when you have several rigs, and each Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,6 +45,6 @@ msgid "Build pipeline integration"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:38
msgid "If you have hundreds of model files, you don't want your artists to waste time manually exporting their blend files. To combat this, the exporter provides a python function ``io_scene_godot.export(out_file_path)`` that can be called to export a file. This allows easy integration with other build systems. An example Makefile and python script that exports all the blends in a directory is present in the Godot-Blender-exporter repository."
msgid "If you have hundreds of model files, you don't want your artists to waste time manually exporting their blend files. To combat this, the exporter provides a python function ``io_scene_godot.export(out_file_path)`` that can be called to export a file. This allows easy integration with other build systems. An example Makefile and python script that exports all the blends in a directory are present in the Godot-Blender-exporter repository."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,11 +57,11 @@ msgid "Export of Blender materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:38
msgid "The other way materials are handled is for the exporter to export them from Blender. Currently only the diffuse color and a few flags (eg unshaded) are exported."
msgid "The other way materials are handled is for the exporter to export them from Blender. Currently only the diffuse color and a few flags (e.g. unshaded) are exported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:43
msgid "Export of Blender materials is currently very primitive. However, it is the focus of a current GSOC project"
msgid "Export of Blender materials is currently very primitive. However, it is the focus of a current GSoC project"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:47

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,58 +17,58 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:2
msgid "Physics Properties"
msgid "Physics properties"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:3
msgid "Exporting physics properties is done by enabling \"Rigid Body\" in Blenders physics tab:"
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:4
msgid "Exporting physics properties is done by enabling \"Rigid Body\" in Blender's physics tab:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:9
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:10
msgid "By default, a single Blender object with rigid body enabled will export as three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:14
msgid "Body Type"
msgid "Body type"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:15
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:16
msgid "Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. These turn into Static and RigidBody nodes. To create a kinematic body, enable the \"animated\" checkbox on an \"Active\" body:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:23
msgid "Collision Shapes"
msgid "Collision shapes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:24
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:25
msgid "Many of the parameters for collision shapes are missing from Blender, and many of the collision shapes are also not present. However, almost all of the options in Blender's rigid body collision and rigid body dynamics interfaces are supported:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:38
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:39
msgid "There are the following caveats:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:32
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:33
msgid "Not all of the collision shapes are supported. Only ``Mesh``, ``Convex Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender and Godot"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:35
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:36
msgid "In Godot, you can have different collision groups and collision masks. In Blender you only have collision groups. As a result, the exported object's collision mask is equal to its collision group. Most of the time, this is what you want."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:41
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:42
msgid "To build compound physics shapes, parent together multiple objects with rigid body enabled. The physics properties are taken from the parent-most rigid body, and the rest are used as collision shapes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:47
msgid "Collision Geometry Only"
msgid "Collision geometry only"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:48
msgid "Frequently you want different geometry for your collision meshes and your graphical meshes, but by default the exporter will export a mesh along with the collision shape. To only export the collision shape, set the objects maximum draw type to Wire:"
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:49
msgid "Frequently you want different geometry for your collision meshes and your graphical meshes, but by default the exporter will export a mesh along with the collision shape. To only export the collision shape, set the object's maximum draw type to Wire:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:55
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:56
msgid "This will also influence how the object is shown in Blender's viewport. Most of the time, you want your collision geometry to be shown see-through when working on the models, so this works out fairly nicely."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -29,7 +29,7 @@ msgid "Armature object in Blender is exported as a Skeleton node along with rest
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:13
msgid "The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:`Local Location` (colored in red) must be ticked when building armature in Blender, so that the exported bone transform would be consistent between Blender and Godot"
msgid "The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:`Local Location` (colored in red) must be ticked when building armature in Blender, so that the exported bone transform be consistent between Blender and Godot"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:19
@@ -37,7 +37,7 @@ msgid "Bone Weights"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:21
msgid "Blender put rigged mesh vertices which has no bone weights at its original position, but these vertices would be placed at (0, 0, 0) in Godot, which making the mesh deformed. Therefore, the exporter would raise an error for any no bone weights vertex detected in a rigged mesh."
msgid "Blender put rigged mesh vertices which has no bone weights at its original position, but these vertices would be placed at (0, 0, 0) in Godot, making the mesh deformed. Therefore, the exporter would raise an error for any vertex with no bone weights detected in a rigged mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:27
@@ -45,7 +45,7 @@ msgid "Non-Deform Bone"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:29
msgid "Note that the non-deform bone can be configured as not exported by enable the :code:`Exclude Control Bones`, the deform bone checkbox is shown in picture."
msgid "Note that the non-deform bone can be configured as not exported by enabling the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the picture."
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:35
@@ -53,6 +53,6 @@ msgid "Bone Attachment"
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/skeleton.rst:36
msgid "Bone can be parent of object in Blender, this relation is exported as a BoneAttachment node in the Godot scene."
msgid "A bone can be the parent of an object in Blender; this relation is exported as a BoneAttachment node in the Godot scene."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,11 +25,11 @@ msgid "Importing assets in Godot 3.0+"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:9
msgid "Previously, importing assets in Godot 2.x required manual maintenance of a separate directory with source assets. Without doing this, it was impossible to specify how to convert and change import flags for textures, audios, scenes, etc."
msgid "Previously, importing assets in Godot 2.x required manual maintenance of a separate directory with source assets. Without doing this, it was impossible to specify how to convert and change import flags for textures, audio files, scenes, etc."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:14
msgid "In Godot 3.0, we use a more modern approach to importing: Simply drop your assets (image files, scenes, audios, fonts, etc) directly in the project folder (copy them manually with your OS file explorer). Godot will automatically import these files internally and keep the imported resources hidden in a res://.import folder."
msgid "In Godot 3.0, we use a more modern approach to importing: Simply drop your assets (image files, scenes, audio files, fonts, etc) directly in the project folder (copy them manually with your OS file explorer). Godot will automatically import these files internally and keep the imported resources hidden in a res://.import folder."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:20
@@ -45,11 +45,11 @@ msgid "Changing the import parameters of an asset in Godot (again, keep in mind
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:31
msgid "Then, after adjusting the parameters, 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\". These parameters will only be used for this asset and on future reimports."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:34
msgid "Changing import parameters of several assets at the same time is also possible. Simply select all of them together in the resources dock and the exposed parameters will apply to all of them when reimporting."
msgid "Changing the import parameters of several assets at the same time is also possible. Simply select all of them together in the resources dock and the exposed parameters will apply to all of them when reimporting."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:39
@@ -73,7 +73,7 @@ msgid "Additionally, extra assets will be preset in the hidden res://.import fol
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:57
msgid "If any of the files present in this folder is erased (or the whole folder), the asset or assets will be reimported automatically. As such, committing this folder to the version control system is optional. It can save time on reimporting time when checking out in another computer, but it takes considerably more space and transfer time. Pick your poison!"
msgid "If any of the files present in this folder is erased (or the whole folder), the asset or assets will be reimported automatically. As such, committing this folder to the version control system is optional. It can shorten reimporting time when checking out on another computer, but it takes considerably more space and transfer time. Pick your poison!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:64

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Importing audio samples"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:7
msgid "Why importing?"
msgid "Why import?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9
@@ -29,7 +29,7 @@ msgid "Raw audio data in general is large and undesired. Godot provides two main
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12
msgid "Each has different advantages. * Wav files use raw data or light compression, require small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space. * Ogg Vorbis files use a stronger compression that results in much smaller file size, but uses significantly more processor to play back."
msgid "Each has different advantages. * Wav files use raw data or light compression, make few demands on the CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space. * Ogg Vorbis files use a stronger compression that results in much smaller file size, but require significantly more processing power to play back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:19
@@ -93,7 +93,7 @@ msgid "Best Practices"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:40
msgid "Godot 3+ has an amazing bus system with built in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming. Say no to SFX with baked reverb!"
msgid "Godot 3+ has an amazing bus system with built-in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming. Say no to SFX with baked reverb!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:47
@@ -105,7 +105,7 @@ msgid "Trimming"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:52
msgid "One issue that happens often is that the waveform are exported with long silences at the beginning and at the end. These are inserted by DAWs when saving to a waveform, increase their size unnecessarily and add latency to the moment they are played back."
msgid "One issue that happens often is that the waveform is exported with long silences at the beginning and at the end. These are inserted by DAWs when saving to a waveform, increase their size unnecessarily and add latency to the moment they are played back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:57
@@ -117,7 +117,7 @@ msgid "Looping"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63
msgid "Godot supports looping in the samples (Tools such as Sound Forge or Audition can add loop points to wav files). This is useful for sound effects such as engines, machine guns, etc. Ping-pong looping is also supported."
msgid "Godot supports looping in the samples (Tools such as Sound Forge or Audition can add loop points to wav files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:68

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -21,7 +21,7 @@ msgid "Importing images"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:7
msgid "Why importing them?"
msgid "Why import them?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:9
@@ -187,11 +187,11 @@ msgid "HDR Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:72
msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectancular panorama skys (the internet has plenty of if you look for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not."
msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectangular panorama skies (the internet has plenty if you search for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:75
msgid "If you want Godot to ensure full compatibility in for kind of textures, enable the \"Force RGBE\" option."
msgid "If you want Godot to ensure full compatibility in terms of the kind of textures, enable the \"Force RGBE\" option."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
@@ -199,7 +199,7 @@ msgid "Normal Map"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:80
msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\" which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically."
msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
@@ -227,7 +227,7 @@ msgid "Filter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:100
msgid "When pixels become larger than the screen pixels, this options enable linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games."
msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
@@ -251,7 +251,7 @@ msgid "Keep in mind the above when making phone games and applications, want to
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:113
msgid "When doing 3D, mipmap should be turned on as this also improves performance (smaller versions of the texture are used for objects further away)."
msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:116
@@ -259,7 +259,7 @@ msgid "Anisotropic"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:118
msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurryness."
msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:121
@@ -283,7 +283,7 @@ msgid "Fix Alpha Border"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:134
msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the likes."
msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:139
@@ -299,11 +299,11 @@ msgid "An alternative to fix darkened borders is to use premultiplied alpha. By
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
msgid "HDR as SRGB"
msgid "HDR as sRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
msgid "Some few HDR files are broken and contain SRGB color data. It is advised to not use them but, in the worst case, toggling this option on will make them look right."
msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:153
@@ -311,7 +311,7 @@ msgid "Invert Color"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:155
msgid "Reverses the image's color. This is useful for example to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`."
msgid "Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:158

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgid "Godot supports the following 3D *scene file fomats*:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16
msgid "DAE (Collada), which is currently the most mature workflow."
msgid "DAE (COLLADA), which is currently the most mature workflow."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17
@@ -57,7 +57,7 @@ msgid "Why not FBX?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:25
msgid "Most game engines use the FBX format for importing 3D scenes, which is definitely one of the most standardized in the industry. However, this format requires the use of a closed library from Autodesk which is distributed with a more restrictive licensing terms than Godot."
msgid "Most game engines use the FBX format for importing 3D scenes, which is definitely one of the most standardized in the industry. However, this format requires the use of a closed library from Autodesk, which is distributed with more restrictive licensing terms than Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:30
@@ -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 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
@@ -77,7 +77,7 @@ msgid "Exporting DAE files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:45
msgid "Blender has built-in collada support too, but it's also broken and should not be used."
msgid "Blender has built-in COLLADA support too, but it's also broken and should not be used."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:48
@@ -89,11 +89,11 @@ msgid "Exporting ESCN files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55
msgid "The most powerful one, called `godot-blender-exporter <https://github.com/godotengine/godot-blender-exporter>`__. It uses .escn files which is kind of another name of .tscn file(Godot scene file), it keeps as much information as possible from a Blender scene."
msgid "The most powerful one, called `godot-blender-exporter <https://github.com/godotengine/godot-blender-exporter>`__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60
msgid "ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing its functionality and usage."
msgid "The ESCN exporter has a detailed `document <escn_exporter/index.html>`__ describing its functionality and usage."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:64
@@ -117,7 +117,7 @@ msgid "External animations: Allowing saved animations to be modified and merged
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:72
msgid "External scenes: Save the root nodes of the imported scenes each as a separate scene."
msgid "External scenes: Save each of the root nodes of the imported scenes as a separate scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:73
@@ -165,11 +165,11 @@ msgid "A special script to process the whole scene after import can be provided.
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
msgid "Create a script that like this:"
msgid "Create a script like this:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:117
msgid "The post-import function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one."
msgid "The ``post_import`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:122
@@ -184,7 +184,7 @@ msgid "By default, Godot imports a single scene. This option allows specifying t
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:128
msgid "Of course, instancing such imported scenes in other places manually works too."
msgid "Of course, instancing such imported scenes in other places manually works, too."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:132
@@ -216,75 +216,75 @@ msgid "Once materials are edited to use Godot features, the importer will keep t
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:158
msgid "Meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161
msgid "Compress"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163
msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176
msgid "These are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:164
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:167
msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168
msgid "Vertices : 32-bit float to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169
msgid "Normals : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:167
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:170
msgid "Tangents : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171
msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172
msgid "UV : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:170
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173
msgid "UV2 : 32-bit float to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:174
msgid "Vertex weights : 32-bit float to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:172
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175
msgid "Armature bones : 32-bit float to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176
msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180
msgid "Additional info:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
msgid "UV2 = The second UV channel for detail textures and baked lightmap textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180
msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
msgid "In some cases, this might lead to loss of precision so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(s) may lead to gaps in geometry or vertices not being exactly where they should be."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185
msgid "Meshes"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:182
msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188
@@ -292,7 +292,7 @@ msgid "Ensure Tangents"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190
msgid "If textures with normalmapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter."
msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198
@@ -316,7 +316,7 @@ msgid "Animation Options"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:213
msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender), can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file."
msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220
@@ -328,7 +328,7 @@ msgid "FPS"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225
msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in minimal jitter."
msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230
@@ -348,7 +348,7 @@ msgid "Optimizer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:245
msgid "When animations are imported, an optimizer is run which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
@@ -364,11 +364,11 @@ msgid "Scene inheritance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257
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."
msgid "In many cases, it may be desired to make 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:260
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:"
msgid "It is possible, however, to make 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:265
@@ -396,7 +396,7 @@ msgid "Many times, when editing a scene, there are common tasks that need to be
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid "Adding collision detection to objects:"
msgid "Adding collision detection to objects"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278
@@ -436,31 +436,31 @@ msgid "To solve this, the \"-colonly\" modifier exists, which will remove the me
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
msgid "Option \"-convcolonly\" will create :ref:`class_convexpolygonshape` instead of :ref:`class_concavepolygonshape`."
msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:306
msgid "Option \"-colonly\" can be also used with Blender's empty objects. On import it will create a :ref:`class_staticbody` with collision node as a child. Collision node will have one of predefined shapes, depending on the Blender's empty draw type:"
msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
msgid "Single arrow will create :ref:`class_rayshape`"
msgid "Single arrow will create a :ref:`class_rayshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314
msgid "Cube will create :ref:`class_boxshape`"
msgid "Cube will create a :ref:`class_boxshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315
msgid "Image will create :ref:`class_planeshape`"
msgid "Image will create a :ref:`class_planeshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316
msgid "Sphere (and other non-listed) will create :ref:`class_sphereshape`"
msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318
msgid "For better visibility in Blender's editor user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322
@@ -479,3 +479,15 @@ msgstr ""
msgid "Creates a rigid body from this mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333
msgid "Animation loop (-loop, -cycle)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335
msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:339
msgid "In Blender, this requires using the NLA Editor and naming the Action with the \"loop\" or \"cycle\" prefix or suffix."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-12-04 23:31+0100\n"
"POT-Creation-Date: 2018-12-13 12:14+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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