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Rémi Verschelde
2022-02-24 14:39:11 +01:00
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commit a9d6f70d52
54 changed files with 212860 additions and 16880 deletions

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@@ -1,15 +1,15 @@
# Godot Engine Documentation in Tagalog
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# Copyright (C) 2014-2022, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# Napstaguy04 <brokenscreen3@gmail.com>, 2021.
# Napstaguy04 <brokenscreen3@gmail.com>, 2021-2022.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.4\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2021-12-21 17:14+0100\n"
"PO-Revision-Date: 2021-12-21 15:49+0000\n"
"PO-Revision-Date: 2022-02-24 13:09+0000\n"
"Last-Translator: Napstaguy04 <brokenscreen3@gmail.com>\n"
"Language-Team: Tagalog <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tl/>\n"
@@ -19,7 +19,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1 && n != 2 && n != 3 && (n % 10 == 4 "
"|| n % 10 == 6 || n % 10 == 9);\n"
"X-Generator: Weblate 4.10\n"
"X-Generator: Weblate 4.11-dev\n"
#: ../../docs/index.rst:65
msgid "General"
@@ -187,7 +187,7 @@ msgstr ""
#: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:7
#: ../../docs/development/cpp/variant_class.rst:7
msgid "About"
msgstr "Tungkol sa Godot"
msgstr "Tungkol dito"
#: ../../docs/about/introduction.rst:4
#: ../../docs/getting_started/introduction/index.rst:6
@@ -415,8 +415,8 @@ msgstr ""
msgid ""
"All the contents are under the permissive Creative Commons Attribution 3.0 "
"(`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with "
"attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community"
"\"."
"attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine "
"community\"."
msgstr ""
"Ang lahat ng nilalaman ay nasa ilalim ng Creative Commons Attribution 3.0 "
"permissive license (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/"
@@ -5432,8 +5432,9 @@ msgid ""
"In an empty scene, the Scene dock on the left shows several options to add a "
"root node quickly. \"2D Scene\" adds a Node2D node, \"3D Scene\" adds a "
"Spatial node, \"User Interface\" adds a Control node, and \"Other Node\" "
"lets you select any node. It is equivalent to pressing the \"Add Child Node"
"\" button. These presets are here for convenience; they are not mandatory."
"lets you select any node. It is equivalent to pressing the \"Add Child "
"Node\" button. These presets are here for convenience; they are not "
"mandatory."
msgstr ""
#: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:79
@@ -5528,8 +5529,8 @@ msgstr ""
msgid ""
"The Save Scene As dialog, like other file dialogs in the editor, only allows "
"you to save files inside the project. The ``res://`` path at the top of the "
"window represents the project's root directory and stands for \"resource path"
"\". For more information about file paths in Godot, see :ref:"
"window represents the project's root directory and stands for \"resource "
"path\". For more information about file paths in Godot, see :ref:"
"`doc_filesystem`."
msgstr ""
@@ -7616,8 +7617,8 @@ msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:270
msgid ""
"``$`` is shorthand for ``get_node()``. So in the code above, ``"
"$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\")."
"``$`` is shorthand for ``get_node()``. So in the code above, "
"``$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\")."
"play()``."
msgstr ""
@@ -8547,9 +8548,9 @@ msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:51
msgid ""
"Select \"Project\" -> \"Project Settings\" and then click on the \"Input Map"
"\" tab. In the same way you created the movement input actions, create a new "
"input action called ``start_game`` and add a key mapping for the :kbd:"
"Select \"Project\" -> \"Project Settings\" and then click on the \"Input "
"Map\" tab. In the same way you created the movement input actions, create a "
"new input action called ``start_game`` and add a key mapping for the :kbd:"
"`Enter` key."
msgstr ""
@@ -11916,8 +11917,8 @@ msgstr ""
msgid ""
"Tile selection is controlled by bitmasks. Bitmasks can be added by clicking "
"\"Bitmask\", then clicking parts of the tiles to add or remove bits in the "
"mask. Left-clicking an area of the tile adds a bit, right-click removes \"off"
"\", and shift-left-click sets an \"ignore\" bit."
"mask. Left-clicking an area of the tile adds a bit, right-click removes "
"\"off\", and shift-left-click sets an \"ignore\" bit."
msgstr ""
#: ../../docs/tutorials/2d/using_tilemaps.rst:180
@@ -16143,9 +16144,9 @@ msgstr ""
#: ../../docs/tutorials/3d/lights_and_shadows.rst:192
msgid ""
"Omni Shadows can be rendered as either **\"Dual Paraboloid\" or \"Cube Mapped"
"\"**. The former renders quickly, but can cause deformations, while the "
"later is more correct, but costlier."
"Omni Shadows can be rendered as either **\"Dual Paraboloid\" or \"Cube "
"Mapped\"**. The former renders quickly, but can cause deformations, while "
"the later is more correct, but costlier."
msgstr ""
#: ../../docs/tutorials/3d/lights_and_shadows.rst:198
@@ -16956,7 +16957,7 @@ msgstr ""
#: ../../docs/tutorials/3d/baked_lightmaps.rst:196
msgid "All"
msgstr ""
msgstr "Lahat"
#: ../../docs/tutorials/3d/baked_lightmaps.rst:198
msgid ""
@@ -20510,8 +20511,8 @@ msgstr ""
#: ../../docs/tutorials/3d/portals/advanced_room_and_portal_usage.rst:79
msgid ""
"It turns out there is a simpler way of handling this scenario. Godot "
"supports *rooms **within** rooms* (we will call them **\"internal rooms"
"\"**). That is, you can place a house within a terrain room, or even a "
"supports *rooms **within** rooms* (we will call them **\"internal "
"rooms\"**). That is, you can place a house within a terrain room, or even a "
"building, or set of buildings, and even have exit portals in different "
"terrain rooms!"
msgstr ""
@@ -22309,8 +22310,8 @@ msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:322
msgid ""
"So when inserting keys, you might find it convenient to have only the \"rot"
"\" toggle active most of the time:"
"So when inserting keys, you might find it convenient to have only the "
"\"rot\" toggle active most of the time:"
msgstr ""
#: ../../docs/tutorials/animation/cutout_animation.rst:327
@@ -24876,8 +24877,8 @@ msgstr ""
msgid ""
"The script must start with an animation filter statement (as denoted by the "
"line beginning with an ``@``). For example, if we would like to apply "
"filters to all imported animations which have a name ending in ``\"_Loop"
"\"``::"
"filters to all imported animations which have a name ending in "
"``\"_Loop\"``::"
msgstr ""
#: ../../docs/tutorials/assets_pipeline/importing_scenes.rst:336
@@ -24907,9 +24908,9 @@ msgstr ""
#: ../../docs/tutorials/assets_pipeline/importing_scenes.rst:351
msgid ""
"For example: include all tracks in animations with names ending in ``\"_Loop"
"\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``"
"\"Control\"``, unless they have ``\"Arm\"`` in their name::"
"For example: include all tracks in animations with names ending in "
"``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end "
"in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::"
msgstr ""
#: ../../docs/tutorials/assets_pipeline/importing_scenes.rst:360
@@ -25250,9 +25251,9 @@ msgstr ""
#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:4
msgid ""
"This chapter relates to the Blender plugin called \"Godot Blender Exporter"
"\", which can be downloaded here: https://github.com/godotengine/godot-"
"blender-exporter"
"This chapter relates to the Blender plugin called \"Godot Blender "
"Exporter\", which can be downloaded here: https://github.com/godotengine/"
"godot-blender-exporter"
msgstr ""
#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:7
@@ -27481,8 +27482,8 @@ msgstr ""
#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:195
msgid ""
"Script code like this is much slower than engine-side C++ code. Each "
"instruction makes a call to the scripting API which leads to many \"lookups"
"\" on the back-end to find the logic to execute."
"instruction makes a call to the scripting API which leads to many "
"\"lookups\" on the back-end to find the logic to execute."
msgstr ""
#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:199
@@ -30261,7 +30262,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:55
msgid "Save All Scenes"
msgstr "Iimpok Lahat ng Mga Eksena"
msgstr "I-ligtas Lahat ng Mga Eksena"
#: ../../docs/tutorials/editor/default_key_mapping.rst:55
#: ../../docs/tutorials/editor/default_key_mapping.rst:323
@@ -30324,7 +30325,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:63
#: ../../docs/tutorials/editor/default_key_mapping.rst:242
msgid "Undo"
msgstr ""
msgstr "I-undo"
#: ../../docs/tutorials/editor/default_key_mapping.rst:63
#: ../../docs/tutorials/editor/default_key_mapping.rst:242
@@ -30343,7 +30344,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:65
#: ../../docs/tutorials/editor/default_key_mapping.rst:244
msgid "Redo"
msgstr ""
msgstr "I-redo"
#: ../../docs/tutorials/editor/default_key_mapping.rst:65
msgid ":kbd:`Ctrl + Shift + Z`"
@@ -30563,7 +30564,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:98
msgid "Zoom Reset"
msgstr ""
msgstr "Ibalik sa Dati ang Zoom"
#: ../../docs/tutorials/editor/default_key_mapping.rst:98
#: ../../docs/tutorials/editor/default_key_mapping.rst:341
@@ -30667,7 +30668,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:112
msgid "Use Smart Snap"
msgstr ""
msgstr "Gamitin ang Smart Snap"
#: ../../docs/tutorials/editor/default_key_mapping.rst:112
msgid ":kbd:`Shift + S`"
@@ -30715,7 +30716,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:120
msgid "Always Show Grid"
msgstr ""
msgstr "Parating Ipakita ang Grid"
#: ../../docs/tutorials/editor/default_key_mapping.rst:120
#: ../../docs/tutorials/editor/default_key_mapping.rst:489
@@ -31146,7 +31147,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:203
msgid "1 Viewport"
msgstr ""
msgstr "1 Tinginan"
#: ../../docs/tutorials/editor/default_key_mapping.rst:203
msgid ":kbd:`Ctrl + 1`"
@@ -31162,7 +31163,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:205
msgid "2 Viewports"
msgstr ""
msgstr "2 Tinginan"
#: ../../docs/tutorials/editor/default_key_mapping.rst:205
msgid ":kbd:`Ctrl + 2`"
@@ -31178,7 +31179,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:207
msgid "2 Viewports (Alt)"
msgstr ""
msgstr "2 Tinginan (Alt)"
#: ../../docs/tutorials/editor/default_key_mapping.rst:207
msgid ":kbd:`Ctrl + Alt + 2`"
@@ -31194,7 +31195,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:209
msgid "3 Viewports"
msgstr ""
msgstr "3 Tinginan"
#: ../../docs/tutorials/editor/default_key_mapping.rst:209
msgid ":kbd:`Ctrl + 3`"
@@ -31210,7 +31211,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:211
msgid "3 Viewports (Alt)"
msgstr ""
msgstr "3 Tinginan (Alt)"
#: ../../docs/tutorials/editor/default_key_mapping.rst:211
msgid ":kbd:`Ctrl + Alt + 3`"
@@ -31226,7 +31227,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:213
msgid "4 Viewports"
msgstr ""
msgstr "4 na Tinginan"
#: ../../docs/tutorials/editor/default_key_mapping.rst:213
msgid ":kbd:`Ctrl + 4`"
@@ -31246,7 +31247,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:222
msgid "Cut"
msgstr ""
msgstr "Gupitin"
#: ../../docs/tutorials/editor/default_key_mapping.rst:222
#: ../../docs/tutorials/editor/default_key_mapping.rst:354
@@ -31292,7 +31293,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:226
msgid "Paste"
msgstr "Idikit"
msgstr "I-pasta"
#: ../../docs/tutorials/editor/default_key_mapping.rst:226
#: ../../docs/tutorials/editor/default_key_mapping.rst:356
@@ -31310,7 +31311,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:228
msgid "Select All"
msgstr ""
msgstr "Piliin Lahat"
#: ../../docs/tutorials/editor/default_key_mapping.rst:228
#: ../../docs/tutorials/editor/default_key_mapping.rst:443
@@ -31352,7 +31353,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:232
#: ../../docs/tutorials/editor/default_key_mapping.rst:305
msgid "Find Next"
msgstr ""
msgstr "Hanapin ang Susunod"
#: ../../docs/tutorials/editor/default_key_mapping.rst:232
#: ../../docs/tutorials/editor/default_key_mapping.rst:305
@@ -31371,7 +31372,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:234
#: ../../docs/tutorials/editor/default_key_mapping.rst:307
msgid "Find Previous"
msgstr ""
msgstr "Hanapin ang Nakaraan"
#: ../../docs/tutorials/editor/default_key_mapping.rst:234
#: ../../docs/tutorials/editor/default_key_mapping.rst:307
@@ -31482,7 +31483,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:250
msgid "Delete Line"
msgstr ""
msgstr "Burahin ang Linya"
#: ../../docs/tutorials/editor/default_key_mapping.rst:250
#: ../../docs/tutorials/editor/default_key_mapping.rst:377
@@ -31713,7 +31714,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:282
msgid "Go to Function"
msgstr ""
msgstr "Tumungo sa Punsyon"
#: ../../docs/tutorials/editor/default_key_mapping.rst:282
msgid ":kbd:`Ctrl + Cmd + J`"
@@ -31883,7 +31884,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:319
msgid "Reopen Closed Script"
msgstr ""
msgstr "Buksan Muli ang Naisarang Skrip"
#: ../../docs/tutorials/editor/default_key_mapping.rst:319
msgid "``script_editor/reopen_closed_script``"
@@ -31907,7 +31908,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:323
msgid "Save All"
msgstr ""
msgstr "I-ligtas Lahat"
#: ../../docs/tutorials/editor/default_key_mapping.rst:323
msgid "``script_editor/save_all``"
@@ -31966,7 +31967,7 @@ msgstr ""
#: ../../docs/tutorials/editor/default_key_mapping.rst:333
#: ../../docs/development/compiling/compiling_for_ios.rst:71
msgid "Run"
msgstr ""
msgstr "Patakbuhin"
#: ../../docs/tutorials/editor/default_key_mapping.rst:333
msgid ":kbd:`Ctrl + Shift + X`"
@@ -32850,8 +32851,9 @@ msgstr ""
#: ../../docs/tutorials/editor/using_the_web_editor.rst:69
msgid ""
"See the `list of open issues on GitHub related to the web editor <https://"
"github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform"
"%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs."
"github.com/godotengine/godot/issues?"
"q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__ "
"for a list of known bugs."
msgstr ""
#: ../../docs/tutorials/editor/using_the_web_editor.rst:73
@@ -35374,7 +35376,7 @@ msgstr ""
#: ../../docs/tutorials/export/exporting_for_android.rst:4
msgid "Exporting for Android"
msgstr ""
msgstr "Niluluwas para sa Android"
#: ../../docs/tutorials/export/exporting_for_android.rst:6
msgid ""
@@ -35484,8 +35486,8 @@ msgstr ""
#: ../../docs/tutorials/export/exporting_for_android.rst:57
msgid ""
"This will create a ``debug.keystore`` file in your current directory. You "
"should move it to a memorable location such as ``%USERPROFILE%\\.android"
"\\``, because you will need its location in a later step. For more "
"should move it to a memorable location such as ``%USERPROFILE%\\."
"android\\``, because you will need its location in a later step. For more "
"information on ``keytool`` usage, see `this Q&A article <https://godotengine."
"org/qa/21349/jdk-android-file-missing>`__."
msgstr ""
@@ -35996,7 +35998,7 @@ msgstr ""
#: ../../docs/tutorials/export/exporting_for_web.rst:138
#: ../../docs/tutorials/scripting/gdnative/index.rst:2
msgid "GDNative"
msgstr ""
msgstr "GDNative"
#: ../../docs/tutorials/export/exporting_for_web.rst:140
msgid ""
@@ -40842,8 +40844,8 @@ msgstr ""
#: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:182
msgid ""
"You can view a list of `known issues with controller support <https://github."
"com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput"
"+gamepad>`__ on GitHub."
"com/godotengine/godot/issues?"
"q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad>`__ on GitHub."
msgstr ""
#: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:187
@@ -45406,8 +45408,8 @@ msgstr ""
#: ../../docs/tutorials/networking/http_request_class.rst:78
msgid ""
"Of course, you can also set custom HTTP headers. These are given as a string "
"array, with each string containing a header in the format ``\"header: value"
"\"``. For example, to set a custom user agent (the HTTP ``user-agent`` "
"array, with each string containing a header in the format ``\"header: "
"value\"``. For example, to set a custom user agent (the HTTP ``user-agent`` "
"header) you could use the following:"
msgstr ""
@@ -50824,8 +50826,8 @@ msgstr ""
msgid ""
"Like many other features in the engine, there is a node to set up a ragdoll: "
"the :ref:`PhysicalBone <class_PhysicalBone>` node. To simplify the setup, "
"you can generate ``PhysicalBone`` nodes with the \"Create physical skeleton"
"\" feature in the skeleton node."
"you can generate ``PhysicalBone`` nodes with the \"Create physical "
"skeleton\" feature in the skeleton node."
msgstr ""
#: ../../docs/tutorials/physics/ragdoll_system.rst:23
@@ -52689,12 +52691,13 @@ msgstr ""
#: ../../docs/tutorials/platform/ios/plugins_for_ios.rst:531
msgid ""
"When working on a multi-platform game, you won't always have the \"GameCenter"
"\" singleton available (for example when running on PC or Android). Because "
"the gdscript compiler looks up the singletons at compile time, you can't "
"just query the singletons to see and use what you need inside a conditional "
"block, you need to also define them as valid identifiers (local variable or "
"class member). This is an example of how to work around this in a class:"
"When working on a multi-platform game, you won't always have the "
"\"GameCenter\" singleton available (for example when running on PC or "
"Android). Because the gdscript compiler looks up the singletons at compile "
"time, you can't just query the singletons to see and use what you need "
"inside a conditional block, you need to also define them as valid "
"identifiers (local variable or class member). This is an example of how to "
"work around this in a class:"
msgstr ""
#: ../../docs/tutorials/platform/html5_shell_classref.rst:4
@@ -54390,8 +54393,8 @@ msgstr ""
#: ../../docs/tutorials/plugins/editor/import_plugins.rst:115
msgid ""
"You should choose this name as a continuation to \"Import as\", e.g. *"
"\"Import as Silly Material\"*. You can name it whatever you want but we "
"You should choose this name as a continuation to \"Import as\", e.g. "
"*\"Import as Silly Material\"*. You can name it whatever you want but we "
"recommend a descriptive name for your plugin."
msgstr ""
@@ -55402,8 +55405,8 @@ msgstr ""
#: ../../docs/tutorials/rendering/viewports.rst:75
msgid ""
"There can only be one active camera per :ref:`Viewport <class_Viewport>`, so "
"if there is more than one, make sure that the desired one has the \"current"
"\" property set, or make it the current camera by calling:"
"if there is more than one, make sure that the desired one has the "
"\"current\" property set, or make it the current camera by calling:"
msgstr ""
#: ../../docs/tutorials/rendering/viewports.rst:83
@@ -58135,10 +58138,10 @@ msgstr ""
#: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:687
msgid ""
"Since arrays and dictionaries are passed by reference, constants are \"flat"
"\". This means that if you declare a constant array or dictionary, it can "
"still be modified afterwards. They can't be reassigned with another value "
"though."
"Since arrays and dictionaries are passed by reference, constants are "
"\"flat\". This means that if you declare a constant array or dictionary, it "
"can still be modified afterwards. They can't be reassigned with another "
"value though."
msgstr ""
#: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:692
@@ -59258,7 +59261,7 @@ msgstr ""
#: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:408
#: ../../docs/tutorials/scripting/visual_script/nodes_purposes.rst:384
msgid "While"
msgstr ""
msgstr "While"
#: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:410
msgid "while() loops are the same everywhere:"
@@ -61754,7 +61757,7 @@ msgstr ""
#: ../../docs/tutorials/scripting/visual_script/nodes_purposes.rst:331
msgid "Condition"
msgstr ""
msgstr "Kondisyon"
#: ../../docs/tutorials/scripting/visual_script/nodes_purposes.rst:333
msgid ""
@@ -61824,7 +61827,7 @@ msgstr ""
#: ../../docs/tutorials/scripting/visual_script/nodes_purposes.rst:378
msgid "Switch"
msgstr ""
msgstr "Switch"
#: ../../docs/tutorials/scripting/visual_script/nodes_purposes.rst:380
msgid ""
@@ -65335,7 +65338,7 @@ msgstr ""
#: ../../docs/tutorials/scripting/debug/debugger_panel.rst:87
msgid "Monitors"
msgstr ""
msgstr "Mga Tagasubaybay"
#: ../../docs/tutorials/scripting/debug/debugger_panel.rst:89
msgid ""
@@ -66311,8 +66314,8 @@ msgstr ""
#: ../../docs/tutorials/scripting/evaluating_expressions.rst:36
msgid ""
"Can also be used to concatenate strings and arrays: - ``\"hello\" + \" world"
"\"`` = ``hello world`` - ``[1, 2] + [3, 4]`` = ``[1, 2, 3, 4]``"
"Can also be used to concatenate strings and arrays: - ``\"hello\" + \" "
"world\"`` = ``hello world`` - ``[1, 2] + [3, 4]`` = ``[1, 2, 3, 4]``"
msgstr ""
#: ../../docs/tutorials/scripting/evaluating_expressions.rst:40
@@ -71726,8 +71729,8 @@ msgstr ""
#: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:94
msgid ""
"Now click beside \"Shader\" where it says \"[empty]\" and select \"New Shader"
"\"."
"Now click beside \"Shader\" where it says \"[empty]\" and select \"New "
"Shader\"."
msgstr ""
#: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:96
@@ -72853,8 +72856,8 @@ msgstr ""
#: ../../docs/tutorials/shaders/screen-reading_shaders.rst:90
msgid ""
"In the above image, the second sphere (top right) is using the same source "
"for ``SCREEN_TEXTURE`` as the first one below, so the first one \"disappears"
"\", or is not visible."
"for ``SCREEN_TEXTURE`` as the first one below, so the first one "
"\"disappears\", or is not visible."
msgstr ""
#: ../../docs/tutorials/shaders/screen-reading_shaders.rst:94
@@ -73571,8 +73574,8 @@ msgstr ""
#: ../../docs/tutorials/shaders/shaders_style_guide.rst:347
msgid ""
"\"Public\" comes before \"private\". In a shader language's context, \"public"
"\" refers to what's easily adjustable by the user (uniforms)."
"\"Public\" comes before \"private\". In a shader language's context, "
"\"public\" refers to what's easily adjustable by the user (uniforms)."
msgstr ""
#: ../../docs/tutorials/shaders/advanced_postprocessing.rst:4
@@ -75653,8 +75656,8 @@ msgstr ""
#: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:32
msgid ""
"For example, ``BBCode [color=blue]blue[/color]`` would render the word \"blue"
"\" with a blue color."
"For example, ``BBCode [color=blue]blue[/color]`` would render the word "
"\"blue\" with a blue color."
msgstr ""
#: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:37
@@ -76724,9 +76727,9 @@ msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:64
msgid ""
"If you have not already, go to the `OpenVR GitHub repository <https://github."
"com/GodotVR/godot_openvr_fps/releases/>`__ and download the \"Starter Assets"
"\" file from the releases. Once you have the starter assets downloaded, open "
"up the project in Godot."
"com/GodotVR/godot_openvr_fps/releases/>`__ and download the \"Starter "
"Assets\" file from the releases. Once you have the starter assets "
"downloaded, open up the project in Godot."
msgstr ""
#: ../../docs/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.rst:67
@@ -80250,7 +80253,7 @@ msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:144
msgid "Target"
msgstr ""
msgstr "Pinagtututukan"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146
msgid "Target controls optimization and debug flags. Each mode means:"
@@ -80987,9 +80990,10 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:107
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
"If all goes well, the resulting binary executable will be placed in the "
"\"bin\" subdirectory. This executable file contains the whole engine and "
"runs without any dependencies. Executing it will bring up the project "
"manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:114
@@ -82054,8 +82058,8 @@ msgid ""
"To ease the workflow, you can open the \"Solution Properties\" and in the "
"\"Configuration\" section untick the \"Build\" option for the app. You still "
"have to build it at least once to generate some needed files, you can do so "
"by right-clicking the project (*not* the solution) in the \"Solution Explorer"
"\" and selecting \"Build\"."
"by right-clicking the project (*not* the solution) in the \"Solution "
"Explorer\" and selecting \"Build\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:142
@@ -85101,8 +85105,8 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:24
msgid ""
"While it's recommended that most of a game be written in scripting (as it is "
"an enormous time saver), it's perfectly possible to use C++ instead. Adding C"
"++ modules can be useful in the following scenarios:"
"an enormous time saver), it's perfectly possible to use C++ instead. Adding "
"C++ modules can be useful in the following scenarios:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:28
@@ -85855,8 +85859,8 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:508
msgid ""
"The actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert"
"%27s_paradox_of_the_Grand_Hotel>`__ is impossible."
"The actual `Hilbert Hotel <https://en.wikipedia.org/wiki/"
"Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:509
@@ -87153,8 +87157,8 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:73
msgid ""
"The scene tree is made up of… nodes! The heading of each node consists of "
"its name, parent and (most of the time) a type. For example ``[node type="
"\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``"
"its name, parent and (most of the time) a type. For example ``[node "
"type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:77
@@ -87311,8 +87315,8 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:275
msgid ""
"For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene"
"\" path=....]``, you would use ``ExtResource(3)``."
"For example, to refer to the resource ``[ext_resource id=3 "
"type=\"PackedScene\" path=....]``, you would use ``ExtResource(3)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:281
@@ -87365,8 +87369,8 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:329
msgid ""
"ArrayMesh consists of several surfaces, each in the format ``surface"
"\\Index={}``. Each surface is a set of vertices and a material."
"ArrayMesh consists of several surfaces, each in the format "
"``surface\\Index={}``. Each surface is a set of vertices and a material."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:332
@@ -87767,10 +87771,11 @@ msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:87
msgid ""
"A good place to start is by searching for issues tagged as `junior jobs "
"<https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3A"
"%22junior+job%22>`_ (or `Hacktoberfest <https://github.com/godotengine/godot/"
"issues?utf8=%E2%9C%93&q=is%3Aissue+is%3Aopen+label%3AHacktoberfest+>`_ "
"during October) on GitHub."
"<https://github.com/godotengine/godot/issues?"
"q=is%3Aissue+is%3Aopen+label%3A%22junior+job%22>`_ (or `Hacktoberfest "
"<https://github.com/godotengine/godot/issues?"
"utf8=%E2%9C%93&q=is%3Aissue+is%3Aopen+label%3AHacktoberfest+>`_ during "
"October) on GitHub."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:90
@@ -88809,8 +88814,8 @@ msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:357
msgid ""
"When you load your fork's branch on GitHub, you should see a line saying *"
"\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially "
"When you load your fork's branch on GitHub, you should see a line saying "
"*\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially "
"some commits behind, if your ``master`` branch was out of sync with the "
"upstream ``master`` branch)."
msgstr ""
@@ -88819,8 +88824,8 @@ msgstr ""
msgid ""
"On that line, there is a \"Pull request\" link. Clicking it will open a form "
"that will let you issue a pull request on the ``godotengine/godot`` upstream "
"repository. It should show you your two commits, and state \"Able to merge"
"\". If not (e.g. it has way more commits, or says there are merge "
"repository. It should show you your two commits, and state \"Able to "
"merge\". If not (e.g. it has way more commits, or says there are merge "
"conflicts), don't create the PR yet, something went wrong. Go to our "
"`Contributors Chat <https://chat.godotengine.org/>`_ and ask for support :)"
msgstr ""
@@ -90219,8 +90224,8 @@ msgstr ""
#: ../../docs/community/contributing/cpp_usage_guidelines.rst:21
msgid ""
"To get your pull request merged, it needs to follow the C++ usage guidelines "
"outlined here. Of course, you can use features not allowed here in your own C"
"++ modules or GDNative scripts."
"outlined here. Of course, you can use features not allowed here in your own "
"C++ modules or GDNative scripts."
msgstr ""
#: ../../docs/community/contributing/cpp_usage_guidelines.rst:27
@@ -92401,8 +92406,8 @@ msgstr ""
#: ../../docs/community/contributing/editor_and_docs_localization.rst:114
msgid ""
"A toolbar which lets you cycle through strings of the current list, change "
"to another predefined list or do a custom search, etc. There is also a \"Zen"
"\" editing mode with a simplified interface."
"to another predefined list or do a custom search, etc. There is also a "
"\"Zen\" editing mode with a simplified interface."
msgstr ""
#: ../../docs/community/contributing/editor_and_docs_localization.rst:117
@@ -92470,8 +92475,8 @@ msgstr ""
#: ../../docs/community/contributing/editor_and_docs_localization.rst:161
msgid ""
"The editor interface's translation template is generated by parsing all the C"
"++ source code in **alphabetical order**, so all the strings defined in a "
"The editor interface's translation template is generated by parsing all the "
"C++ source code in **alphabetical order**, so all the strings defined in a "
"given file will be grouped together. For example, if the \"source string "
"location\" indicates ``editor/code_editor.cpp``, the current string (and the "
"nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is "
@@ -93316,8 +93321,8 @@ msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:119
#: ../../docs/community/asset_library/uploading_to_assetlib.rst:119
msgid ""
"Once you are logged in, you will be able to head over to the \"Submit Assets"
"\" page of the AssetLib, which will look like this:"
"Once you are logged in, you will be able to head over to the \"Submit "
"Assets\" page of the AssetLib, which will look like this:"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:124