Sync Sphinx and Weblate templates with current docs (4.3)

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Rémi Verschelde
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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,231 +16,152 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/complying_with_licenses.rst:4
#: ../../docs/about/complying_with_licenses.rst:6
msgid "Complying with licenses"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:7
msgid "What are licenses?"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:9
msgid "Godot is created and distributed under the `MIT License <https://opensource.org/licenses/MIT>`_. It doesn't have a sole owner either, as every contributor that submits code to the project does it under this same license and keeps ownership of the contribution."
#: ../../docs/about/complying_with_licenses.rst:10
msgid "The recommendations in this page **are not legal advice.** They are provided in good faith to help users navigate license attribution requirements."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:14
msgid "The license is the legal requirement for you (or your company) to use and distribute the software (and derivative projects, including games made with it). Your game or project can have a different license, but it still needs to comply with the original one."
msgid "What are licenses?"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:16
msgid "Godot is created and distributed under the `MIT License <https://opensource.org/licenses/MIT>`_. It doesn't have a sole owner, as every contributor that submits code to the project does it under this same license and keeps ownership of their contribution."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:21
msgid "The license is the legal requirement for you (or your company) to use and distribute the software (and derivative projects, including games made with it). Your game or project can have a different license, but it still needs to comply with the original one."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:28
msgid "This section covers compliance with licenses from a user perspective. If you are interested in licence compliance as a contributor, you can find guidelines :ref:`here <doc_best_practices_for_engine_contributors_license_compliance>`."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:27
msgid "In your project's credits screen, remember to also list third-party notices for assets you're using, such as textures, models, sounds, music and fonts."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:30
msgid "Free assets in particular often come with licenses that require attribution. Double-check their license before using those assets in a project."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:34
msgid "Alongside the Godot license text, remember to also list third-party notices for assets you're using, such as textures, models, sounds, music and fonts. This includes free assets, which often come with licenses that require attribution."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:40
msgid "Requirements"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:36
#: ../../docs/about/complying_with_licenses.rst:42
msgid "In the case of the MIT license, the only requirement is to include the license text somewhere in your game or derivative project."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:39
msgid "This text reads as follows:"
#: ../../docs/about/complying_with_licenses.rst:45
msgid "This text reads as follows::"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:41
msgid "This game uses Godot Engine, available under the following license:"
#: ../../docs/about/complying_with_licenses.rst:70
msgid "Beside its own MIT license, Godot includes code from a number of third-party libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:43
msgid "Copyright (c) 2014-present Godot Engine contributors. Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:46
#: ../../docs/about/complying_with_licenses.rst:163
msgid "Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the \"Software\"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:48
#: ../../docs/about/complying_with_licenses.rst:165
msgid "The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:50
#: ../../docs/about/complying_with_licenses.rst:167
msgid "THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:54
#: ../../docs/about/complying_with_licenses.rst:75
msgid "Your games do not need to be under the same license. You are free to release your Godot projects under any license and to create commercial games with the engine."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:59
#: ../../docs/about/complying_with_licenses.rst:80
msgid "Inclusion"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:61
msgid "The license does not specify how it has to be included, so anything is valid as long as it can be displayed under some condition. These are the most common approaches (only need to implement one of them, not all)."
#: ../../docs/about/complying_with_licenses.rst:82
msgid "The license text must be made available to the user. The license doesn't specify how the text has to be included, but here are the most common approaches (you only need to implement one of them, not all)."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:67
msgid "Godot provides several methods to get license information in the Engine singleton. This allows you to source the license information directly from the engine binary, which prevents the information from becoming outdated if you update engine versions."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:72
msgid "For the engine itself:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:74
msgid ":ref:`Engine.get_license_text<class_Engine_method_get_license_text>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:76
msgid "For third-party components used by the engine:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:78
msgid ":ref:`Engine.get_license_info<class_Engine_method_get_license_info>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:79
msgid ":ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:81
msgid "For miscellaneous engine contributor information. You don't have to include these ones in your project, but they're listed here for reference:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:84
msgid ":ref:`Engine.get_author_info<class_Engine_method_get_author_info>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:85
msgid ":ref:`Engine.get_donor_info<class_Engine_method_get_donor_info>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:88
#: ../../docs/about/complying_with_licenses.rst:87
msgid "Credits screen"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:90
#: ../../docs/about/complying_with_licenses.rst:89
msgid "Include the above license text somewhere in the credits screen. It can be at the bottom after showing the rest of the credits. Most large studios use this approach with open source licenses."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:95
#: ../../docs/about/complying_with_licenses.rst:94
msgid "Licenses screen"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:97
#: ../../docs/about/complying_with_licenses.rst:96
msgid "Some games have a special menu (often in the settings) to display licenses. This menu is typically accessed with a button called **Third-party Licenses** or **Open Source Licenses**."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:102
#: ../../docs/about/complying_with_licenses.rst:101
msgid "Output log"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:104
msgid "Printing the licensing text using the :ref:`print() <class_@GlobalScope_method_print>` function may be enough on platforms where a global output log is readable. This is the case on desktop platforms, Android and HTML5 (but not iOS)."
#: ../../docs/about/complying_with_licenses.rst:103
msgid "Printing the license text using the :ref:`print() <class_@GlobalScope_method_print>` function may be enough on platforms where a global output log is readable. This is the case on desktop platforms, Android and HTML5 (but not iOS)."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:109
#: ../../docs/about/complying_with_licenses.rst:108
msgid "Accompanying file"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:111
msgid "If the game is distributed on desktop platforms, a file containing the license can be added to the software that is installed to the user PC."
#: ../../docs/about/complying_with_licenses.rst:110
msgid "If the game is distributed on desktop platforms, a file containing the license text can be added to the software that is installed to the user PC."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:115
#: ../../docs/about/complying_with_licenses.rst:114
msgid "Printed manual"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:117
msgid "If the game includes printed manuals, license text can be included there."
#: ../../docs/about/complying_with_licenses.rst:116
msgid "If the game includes a printed manual, the license text can be included there."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:120
#: ../../docs/about/complying_with_licenses.rst:119
msgid "Link to the license"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:122
#: ../../docs/about/complying_with_licenses.rst:121
msgid "The Godot Engine developers consider that a link to ``godotengine.org/license`` in your game documentation or credits would be an acceptable way to satisfy the license terms."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:127
msgid "Third-party licenses"
msgid "Godot provides several methods to get license information in the :ref:`Engine <class_Engine>` singleton. This allows you to source the license information directly from the engine binary, which prevents the information from becoming outdated if you update engine versions."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:129
msgid "Godot itself contains software written by `third parties <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require license inclusion, but some do. Make sure to do it if these are compiled in your Godot export template. If you're using the official export templates, all libraries are enabled. This means you need to provide attribution for all the libraries listed below."
#: ../../docs/about/complying_with_licenses.rst:132
msgid "For the engine itself:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:134
msgid ":ref:`Engine.get_license_text<class_Engine_method_get_license_text>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:136
msgid "Here's a list of libraries requiring attribution:"
msgid "For third-party components used by the engine:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:138
msgid ":ref:`Engine.get_license_info<class_Engine_method_get_license_info>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:139
msgid "FreeType"
msgid ":ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:141
msgid "Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its license requires attribution, so the following text must be included together with the Godot license:"
#: ../../docs/about/complying_with_licenses.rst:144
msgid "Third-party licenses"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:145
msgid "Portions of this software are copyright © <year> The FreeType Project (www.freetype.org). All rights reserved."
#: ../../docs/about/complying_with_licenses.rst:146
msgid "Godot itself contains software written by `third parties <https://github.com/godotengine/godot/blob/master/thirdparty/README.md>`_, which is compatible with, but not covered by Godot's MIT license."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:149
msgid "<year> should correspond to the value from the FreeType version used in your build. This information can be found in the editor by opening the **Help > About** dialog and going to the **Third-party Licenses** tab."
#: ../../docs/about/complying_with_licenses.rst:150
msgid "Many of these dependencies are distributed under permissive open source licenses which require attribution by explicitly citing their copyright statement and license text in the final product's documentation."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:155
msgid "ENet"
#: ../../docs/about/complying_with_licenses.rst:154
msgid "Given the scope of the Godot project, this is fairly difficult to do thoroughly. For the Godot editor, the full documentation of third-party copyrights and licenses is provided in the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_ file."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:157
msgid "Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-level multiplayer. ENet has similar licensing terms as Godot:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:161
msgid "Copyright (c) 2002-2020 Lee Salzman"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:170
msgid "mbed TLS"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:172
msgid "If the project is exported with Godot 3.1 or later, it includes `mbed TLS <https://tls.mbed.org>`_. The Apache license needs to be complied to by including the following text:"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:175
msgid "Copyright The Mbed TLS Contributors"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:177
msgid "Licensed under the Apache License, Version 2.0 (the \"License\"); you may not use this file except in compliance with the License. You may obtain a copy of the License at"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:181
msgid "http://www.apache.org/licenses/LICENSE-2.0"
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:183
msgid "Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License."
msgstr ""
#: ../../docs/about/complying_with_licenses.rst:191
msgid "If you exported your project using a :ref:`custom build with specific modules disabled <doc_optimizing_for_size>`, you don't need to list the disabled modules' licenses in your exported project."
#: ../../docs/about/complying_with_licenses.rst:159
msgid "A good option for end users to document third-party licenses is to include this file in your project's distribution, which you can e.g. rename to ``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and assets."
msgstr ""
#: ../../docs/<rst_epilog>:0

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#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,628 +16,624 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/faq.rst:-1
#: ../../docs/about/faq.rst:3
msgid "FAQ"
msgstr ""
#: ../../docs/about/faq.rst:7
#: ../../docs/about/faq.rst:9
msgid "Frequently asked questions"
msgstr ""
#: ../../docs/about/faq.rst:10
#: ../../docs/about/faq.rst:12
msgid "What can I do with Godot? How much does it cost? What are the license terms?"
msgstr ""
#: ../../docs/about/faq.rst:12
#: ../../docs/about/faq.rst:14
msgid "Godot is `Free and open source Software <https://en.wikipedia.org/wiki/Free_and_open source_software>`_ available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license. This means it is free as in \"free speech\" as well as in \"free beer.\""
msgstr ""
#: ../../docs/about/faq.rst:16
#: ../../docs/about/faq.rst:18
msgid "In short:"
msgstr ""
#: ../../docs/about/faq.rst:18
#: ../../docs/about/faq.rst:20
msgid "You are free to download and use Godot for any purpose: personal, non-profit, commercial, or otherwise."
msgstr ""
#: ../../docs/about/faq.rst:19
#: ../../docs/about/faq.rst:21
msgid "You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially."
msgstr ""
#: ../../docs/about/faq.rst:22
#: ../../docs/about/faq.rst:24
msgid "All the contents of this accompanying documentation are published 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.\""
msgstr ""
#: ../../docs/about/faq.rst:26
#: ../../docs/about/faq.rst:28
msgid "Logos and icons are generally under the same Creative Commons license. Note that some third-party libraries included with Godot's source code may have different licenses."
msgstr ""
#: ../../docs/about/faq.rst:30
#: ../../docs/about/faq.rst:32
msgid "For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_ as well as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.txt>`_ files in the Godot repository."
msgstr ""
#: ../../docs/about/faq.rst:35
#: ../../docs/about/faq.rst:37
msgid "Also, see `the license page on the Godot website <https://godotengine.org/license>`_."
msgstr ""
#: ../../docs/about/faq.rst:38
#: ../../docs/about/faq.rst:40
msgid "Which platforms are supported by Godot?"
msgstr ""
#: ../../docs/about/faq.rst:40
msgid "**For the editor:**"
msgstr ""
#: ../../docs/about/faq.rst:42
#: ../../docs/about/faq.rst:50
#: ../../docs/about/faq.rst:226
msgid "Windows"
msgstr ""
#: ../../docs/about/faq.rst:43
#: ../../docs/about/faq.rst:51
#: ../../docs/about/faq.rst:237
msgid "macOS"
msgid "**For the editor:**"
msgstr ""
#: ../../docs/about/faq.rst:44
#: ../../docs/about/faq.rst:52
msgid "Linux, \\*BSD"
#: ../../docs/about/faq.rst:228
msgid "Windows"
msgstr ""
#: ../../docs/about/faq.rst:45
msgid "Android (experimental)"
#: ../../docs/about/faq.rst:53
#: ../../docs/about/faq.rst:239
msgid "macOS"
msgstr ""
#: ../../docs/about/faq.rst:46
msgid "`Web <https://editor.godotengine.org/>`__ (experimental)"
#: ../../docs/about/faq.rst:54
msgid "Linux, \\*BSD"
msgstr ""
#: ../../docs/about/faq.rst:47
msgid "Android (experimental)"
msgstr ""
#: ../../docs/about/faq.rst:48
msgid "`Web <https://editor.godotengine.org/>`__ (experimental)"
msgstr ""
#: ../../docs/about/faq.rst:50
msgid "**For exporting your games:**"
msgstr ""
#: ../../docs/about/faq.rst:53
#: ../../docs/about/faq.rst:55
msgid "Android"
msgstr ""
#: ../../docs/about/faq.rst:54
#: ../../docs/about/faq.rst:56
msgid "iOS"
msgstr ""
#: ../../docs/about/faq.rst:55
#: ../../docs/about/faq.rst:57
msgid "Web"
msgstr ""
#: ../../docs/about/faq.rst:57
#: ../../docs/about/faq.rst:59
msgid "Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default. Official macOS builds support Apple Silicon natively as well as x86_64."
msgstr ""
#: ../../docs/about/faq.rst:60
#: ../../docs/about/faq.rst:62
msgid "Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi."
msgstr ""
#: ../../docs/about/faq.rst:63
#: ../../docs/about/faq.rst:65
msgid "The Godot team can't provide an open source console export due to the licensing terms imposed by console manufacturers. Regardless of the engine you use, though, releasing games on consoles is always a lot of work. You can read more about :ref:`doc_consoles`."
msgstr ""
#: ../../docs/about/faq.rst:68
#: ../../docs/about/faq.rst:70
msgid "For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`."
msgstr ""
#: ../../docs/about/faq.rst:73
#: ../../docs/about/faq.rst:75
msgid "Godot 3 also had support for Universal Windows Platform (UWP). This platform port was removed in Godot 4 due to lack of maintenance, and it being deprecated by Microsoft. It is still available in the current stable release of Godot 3 for interested users."
msgstr ""
#: ../../docs/about/faq.rst:79
#: ../../docs/about/faq.rst:81
msgid "Which programming languages are supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:81
#: ../../docs/about/faq.rst:83
msgid "The officially supported languages for Godot are GDScript, C#, and C++. See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section."
msgstr ""
#: ../../docs/about/faq.rst:84
#: ../../docs/about/faq.rst:86
msgid "If you are just starting out with either Godot or game development in general, GDScript is the recommended language to learn and use since it is native to Godot. While scripting languages tend to be less performant than lower-level languages in the long run, for prototyping, developing Minimum Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable way of developing your games."
msgstr ""
#: ../../docs/about/faq.rst:91
#: ../../docs/about/faq.rst:93
msgid "Note that C# support is still relatively new, and as such, you may encounter some issues along the way. C# support is also currently missing on the web platform. Our friendly and hard-working development community is always ready to tackle new problems as they arise, but since this is an open source project, we recommend that you first do some due diligence yourself. Searching through discussions on `open issues <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Adotnet>`__ is a great way to start your troubleshooting."
msgstr ""
#: ../../docs/about/faq.rst:100
#: ../../docs/about/faq.rst:102
msgid "As for new languages, support is possible via third parties with GDExtensions. (See the question about plugins below). Work is currently underway, for example, on unofficial bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr ""
#: ../../docs/about/faq.rst:107
#: ../../docs/about/faq.rst:109
msgid "What is GDScript and why should I use it?"
msgstr ""
#: ../../docs/about/faq.rst:109
#: ../../docs/about/faq.rst:111
msgid "GDScript is Godot's integrated scripting language. It was built from the ground up to maximize Godot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Godot's strengths as fast as possible. If you've ever written anything in a language like Python before, then you'll feel right at home. For examples and a complete overview of the power GDScript offers you, check out the :ref:`GDScript scripting guide <doc_gdscript>`."
msgstr ""
#: ../../docs/about/faq.rst:116
#: ../../docs/about/faq.rst:118
msgid "There are several reasons to use GDScript, especially when you are prototyping, in alpha/beta stages of your project, or are not creating the next AAA title. The most salient reason is the overall **reduction of complexity**."
msgstr ""
#: ../../docs/about/faq.rst:120
#: ../../docs/about/faq.rst:122
msgid "The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running with Godot, giving developers a rapid way of exposing themselves to the engine with a focus on productivity; second, it reduces the overall burden of maintenance, attenuates the dimensionality of issues, and allows the developers of the engine to focus on squashing bugs and improving features related to the engine core, rather than spending a lot of time trying to get a small set of incremental features working across a large set of languages."
msgstr ""
#: ../../docs/about/faq.rst:128
#: ../../docs/about/faq.rst:130
msgid "Since Godot is an open source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages, especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and rapid your development becomes, we think GDScript will grow on you."
msgstr ""
#: ../../docs/about/faq.rst:137
#: ../../docs/about/faq.rst:139
msgid "More information about getting comfortable with GDScript or dynamically typed languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial."
msgstr ""
#: ../../docs/about/faq.rst:141
#: ../../docs/about/faq.rst:143
msgid "What were the motivations behind creating GDScript?"
msgstr ""
#: ../../docs/about/faq.rst:143
#: ../../docs/about/faq.rst:145
msgid "In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting language. Lua can be fast thanks to LuaJIT, but creating bindings to an object-oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with `Python <https://www.python.org>`__, that also proved difficult to embed."
msgstr ""
#: ../../docs/about/faq.rst:149
#: ../../docs/about/faq.rst:151
msgid "The main reasons for creating a custom scripting language for Godot were:"
msgstr ""
#: ../../docs/about/faq.rst:151
#: ../../docs/about/faq.rst:153
msgid "Poor threading support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:153
#: ../../docs/about/faq.rst:155
msgid "Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr ""
#: ../../docs/about/faq.rst:155
#: ../../docs/about/faq.rst:157
msgid "Many existing languages have horrible interfaces for binding to C++, resulting in a large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus on a great engine, not a great number of integrations."
msgstr ""
#: ../../docs/about/faq.rst:159
#: ../../docs/about/faq.rst:161
msgid "No native vector types (Vector3, Transform3D, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:162
#: ../../docs/about/faq.rst:164
msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JavaScript, ActionScript, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:164
#: ../../docs/about/faq.rst:166
msgid "Difficulty integrating with the code editor for providing code completion, live editing, etc. (all of them)."
msgstr ""
#: ../../docs/about/faq.rst:167
#: ../../docs/about/faq.rst:169
msgid "GDScript was designed to curtail the issues above, and more."
msgstr ""
#: ../../docs/about/faq.rst:170
#: ../../docs/about/faq.rst:172
msgid "What 3D model formats does Godot support?"
msgstr ""
#: ../../docs/about/faq.rst:172
#: ../../docs/about/faq.rst:174
msgid "You can find detailed information on supported formats, how to export them from your 3D modeling software, and how to import them for Godot in the :ref:`doc_importing_3d_scenes` documentation."
msgstr ""
#: ../../docs/about/faq.rst:177
#: ../../docs/about/faq.rst:179
msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:179
#: ../../docs/about/faq.rst:181
msgid "The aim of Godot is to create a free and open source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos."
msgstr ""
#: ../../docs/about/faq.rst:184
#: ../../docs/about/faq.rst:186
msgid "That said, because Godot is open source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them, as either open- or closed-source."
msgstr ""
#: ../../docs/about/faq.rst:188
#: ../../docs/about/faq.rst:190
msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below."
msgstr ""
#: ../../docs/about/faq.rst:191
#: ../../docs/about/faq.rst:193
msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you."
msgstr ""
#: ../../docs/about/faq.rst:197
#: ../../docs/about/faq.rst:199
msgid "How can I extend Godot?"
msgstr ""
#: ../../docs/about/faq.rst:199
#: ../../docs/about/faq.rst:201
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
msgstr ""
#: ../../docs/about/faq.rst:203
#: ../../docs/about/faq.rst:205
msgid "Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:"
msgstr ""
#: ../../docs/about/faq.rst:205
#: ../../docs/about/faq.rst:207
msgid "`Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions>`_"
msgstr ""
#: ../../docs/about/faq.rst:207
#: ../../docs/about/faq.rst:209
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `Jolt physics engine integration <https://github.com/godot-jolt/godot-jolt>`__ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
msgstr ""
#: ../../docs/about/faq.rst:213
#: ../../docs/about/faq.rst:215
msgid "How do I install the Godot editor on my system (for desktop integration)?"
msgstr ""
#: ../../docs/about/faq.rst:215
#: ../../docs/about/faq.rst:217
msgid "Since you don't need to actually install Godot on your system to run it, this means desktop integration is not performed automatically. There are two ways to overcome this. You can install Godot from `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__ (all platforms), `Scoop <https://scoop.sh/>`__ (Windows), `Homebrew <https://brew.sh/>`__ (macOS) or `Flathub <https://flathub.org/apps/details/org.godotengine.Godot>`__ (Linux). This will automatically perform the required steps for desktop integration."
msgstr ""
#: ../../docs/about/faq.rst:223
#: ../../docs/about/faq.rst:225
msgid "Alternatively, you can manually perform the steps that an installer would do for you:"
msgstr ""
#: ../../docs/about/faq.rst:228
#: ../../docs/about/faq.rst:230
msgid "Move the Godot executable to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr ""
#: ../../docs/about/faq.rst:230
#: ../../docs/about/faq.rst:232
msgid "Right-click the Godot executable and choose **Create Shortcut**."
msgstr ""
#: ../../docs/about/faq.rst:231
#: ../../docs/about/faq.rst:233
msgid "Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start Menu\\Programs``. This is the user-wide location for shortcuts that will appear in the Start menu. You can also pin Godot in the task bar by right-clicking the executable and choosing **Pin to Task Bar**."
msgstr ""
#: ../../docs/about/faq.rst:239
#: ../../docs/about/faq.rst:241
msgid "Drag the extracted Godot application to ``/Applications/Godot.app``, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in ``/Applications`` or ``~/Applications``."
msgstr ""
#: ../../docs/about/faq.rst:244
#: ../../docs/about/faq.rst:246
msgid "Linux"
msgstr ""
#: ../../docs/about/faq.rst:246
#: ../../docs/about/faq.rst:248
msgid "Move the Godot binary to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr ""
#: ../../docs/about/faq.rst:248
#: ../../docs/about/faq.rst:250
msgid "Rename and move the Godot binary to a location present in your ``PATH`` environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/bin/godot``. Doing this requires administrator privileges, but this also allows you to :ref:`run the Godot editor from a terminal <doc_command_line_tutorial>` by entering ``godot``."
msgstr ""
#: ../../docs/about/faq.rst:254
#: ../../docs/about/faq.rst:256
msgid "If you cannot move the Godot editor binary to a protected location, you can keep the binary somewhere in your home directory, and modify the ``Path=`` line in the ``.desktop`` file linked below to contain the full *absolute* path to the Godot binary."
msgstr ""
#: ../../docs/about/faq.rst:259
#: ../../docs/about/faq.rst:261
msgid "Save `this .desktop file <https://raw.githubusercontent.com/godotengine/godot/master/misc/dist/linux/org.godotengine.Godot.desktop>`__ to ``$HOME/.local/share/applications/``. If you have administrator privileges, you can also save the ``.desktop`` file to ``/usr/local/share/applications`` to make the shortcut available for all users."
msgstr ""
#: ../../docs/about/faq.rst:265
#: ../../docs/about/faq.rst:267
msgid "Is the Godot editor a portable application?"
msgstr ""
#: ../../docs/about/faq.rst:267
#: ../../docs/about/faq.rst:269
msgid "In its default configuration, Godot is *semi-portable*. Its executable can run from any location (including non-writable locations) and never requires administrator privileges."
msgstr ""
#: ../../docs/about/faq.rst:271
#: ../../docs/about/faq.rst:273
msgid "However, configuration files will be written to the user-wide configuration or data directory. This is usually a good approach, but this means configuration files will not carry across machines if you copy the folder containing the Godot executable. See :ref:`doc_data_paths` for more information."
msgstr ""
#: ../../docs/about/faq.rst:276
msgid "If *true* portable operation is desired (e.g. for use on an USB stick), follow the steps in :ref:`doc_data_paths_self_contained_mode`."
msgstr ""
#: ../../docs/about/faq.rst:280
msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?"
#: ../../docs/about/faq.rst:278
msgid "If *true* portable operation is desired (e.g. for use on a USB stick), follow the steps in :ref:`doc_data_paths_self_contained_mode`."
msgstr ""
#: ../../docs/about/faq.rst:282
msgid "Why does Godot prioritize Vulkan and OpenGL over Direct3D?"
msgstr ""
#: ../../docs/about/faq.rst:284
msgid "Godot aims for cross-platform compatibility and open standards first and foremost. OpenGL and Vulkan are the technologies that are both open and available on (nearly) all platforms. Thanks to this design decision, a project developed with Godot on Windows will run out of the box on Linux, macOS, and more."
msgstr ""
#: ../../docs/about/faq.rst:288
msgid "Since Godot only has a few people working on its renderer, we would prefer having fewer rendering backends to maintain. On top of that, using a single API on all platforms allows for greater consistency with fewer platform-specific issues."
#: ../../docs/about/faq.rst:290
msgid "While Vulkan and OpenGL remain our primary focus for their open standard and cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12. This addition aims to enhance performance and compatibility on platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL will continue as the default rendering backends on all platforms, including Windows."
msgstr ""
#: ../../docs/about/faq.rst:293
msgid "In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for Xbox), but Vulkan and OpenGL will remain the default rendering backends on all platforms, including Windows."
msgstr ""
#: ../../docs/about/faq.rst:298
#: ../../docs/about/faq.rst:297
msgid "Why does Godot aim to keep its core feature set small?"
msgstr ""
#: ../../docs/about/faq.rst:300
#: ../../docs/about/faq.rst:299
msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of something not used often is advanced artificial intelligence functionality."
msgstr ""
#: ../../docs/about/faq.rst:304
#: ../../docs/about/faq.rst:303
msgid "There are several reasons for this:"
msgstr ""
#: ../../docs/about/faq.rst:306
#: ../../docs/about/faq.rst:305
msgid "**Code maintenance and surface for bugs.** Every time we accept new code in the Godot repository, existing contributors often take the responsibility of maintaining it. Some contributors don't always stick around after getting their code merged, which can make it difficult for us to maintain the code in question. This can lead to poorly maintained features with bugs that are never fixed. On top of that, the \"API surface\" that needs to be tested and checked for regressions keeps increasing over time."
msgstr ""
#: ../../docs/about/faq.rst:314
#: ../../docs/about/faq.rst:313
msgid "**Ease of contribution.** By keeping the codebase small and tidy, it can remain fast and easy to compile from source. This makes it easier for new contributors to get started with Godot, without requiring them to purchase high-end hardware."
msgstr ""
#: ../../docs/about/faq.rst:319
#: ../../docs/about/faq.rst:318
msgid "**Keeping the binary size small for the editor.** Not everyone has a fast Internet connection. Ensuring that everyone can download the Godot editor, extract it and run it in less than 5 minutes makes Godot more accessible to developers in all countries."
msgstr ""
#: ../../docs/about/faq.rst:324
#: ../../docs/about/faq.rst:323
msgid "**Keeping the binary size small for export templates.** This directly impacts the size of projects exported with Godot. On mobile and web platforms, keeping file sizes low is important to ensure fast installation and loading on underpowered devices. Again, there are many countries where high-speed Internet is not readily available. To add to this, strict data usage caps are often in effect in those countries."
msgstr ""
#: ../../docs/about/faq.rst:331
#: ../../docs/about/faq.rst:330
msgid "For all the reasons above, we have to be selective of what we can accept as core functionality in Godot. This is why we are aiming to move some core functionality to officially supported add-ons in future versions of Godot. In terms of binary size, this also has the advantage of making you pay only for what you actually use in your project. (In the meantime, you can :ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>` to optimize the distribution size of your project.)"
msgstr ""
#: ../../docs/about/faq.rst:340
#: ../../docs/about/faq.rst:339
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr ""
#: ../../docs/about/faq.rst:342
#: ../../docs/about/faq.rst:341
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
msgstr ""
#: ../../docs/about/faq.rst:350
#: ../../docs/about/faq.rst:349
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D, it's just a matter of camera vertical or horizontal FOV."
msgstr ""
#: ../../docs/about/faq.rst:355
#: ../../docs/about/faq.rst:354
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 1440p and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. The most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
msgstr ""
#: ../../docs/about/faq.rst:363
#: ../../docs/about/faq.rst:362
msgid "Use the stretch options in Godot; canvas items stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
msgstr ""
#: ../../docs/about/faq.rst:367
#: ../../docs/about/faq.rst:366
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
msgstr ""
#: ../../docs/about/faq.rst:372
#: ../../docs/about/faq.rst:371
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
msgstr ""
#: ../../docs/about/faq.rst:376
#: ../../docs/about/faq.rst:375
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:379
#: ../../docs/about/faq.rst:378
msgid "When is the next release of Godot out?"
msgstr ""
#: ../../docs/about/faq.rst:381
#: ../../docs/about/faq.rst:380
msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information."
msgstr ""
#: ../../docs/about/faq.rst:385
#: ../../docs/about/faq.rst:384
msgid "Which Godot version should I use for a new project?"
msgstr ""
#: ../../docs/about/faq.rst:387
#: ../../docs/about/faq.rst:386
msgid "We recommend using Godot 4.x for new projects, but depending on the feature set you need, it may be better to use 3.x instead. See :ref:`doc_release_policy_which_version_should_i_use` for more information."
msgstr ""
#: ../../docs/about/faq.rst:392
#: ../../docs/about/faq.rst:391
msgid "Should I upgrade my project to use new Godot versions?"
msgstr ""
#: ../../docs/about/faq.rst:394
#: ../../docs/about/faq.rst:393
msgid "Some new versions are safer to upgrade to than others. In general, whether you should upgrade depends on your project's circumstances. See :ref:`doc_release_policy_should_i_upgrade_my_project` for more information."
msgstr ""
#: ../../docs/about/faq.rst:399
#: ../../docs/about/faq.rst:398
msgid "I would like to contribute! How can I get started?"
msgstr ""
#: ../../docs/about/faq.rst:401
#: ../../docs/about/faq.rst:400
msgid "Awesome! As an open source project, Godot thrives off of the innovation and the ambition of developers like you."
msgstr ""
#: ../../docs/about/faq.rst:404
#: ../../docs/about/faq.rst:403
msgid "The best way to start contributing to Godot is by using it and reporting any `issues <https://github.com/godotengine/godot/issues>`_ that you might experience. A good bug report with clear reproduction steps helps your fellow contributors fix bugs quickly and efficiently. You can also report issues you find in the `online documentation <https://github.com/godotengine/godot-docs/issues>`_."
msgstr ""
#: ../../docs/about/faq.rst:410
#: ../../docs/about/faq.rst:409
msgid "If you feel ready to submit your first PR, pick any issue that resonates with you from one of the links above and try your hand at fixing it. You will need to learn how to compile the engine from sources, or how to build the documentation. You also need to get familiar with Git, a version control system that Godot developers use."
msgstr ""
#: ../../docs/about/faq.rst:415
#: ../../docs/about/faq.rst:414
msgid "We explain how to work with the engine source, how to edit the documentation, and what other ways to contribute are there in our :ref:`documentation for contributors <doc_ways_to_contribute>`."
msgstr ""
#: ../../docs/about/faq.rst:419
#: ../../docs/about/faq.rst:418
msgid "I have a great idea for Godot. How can I share it?"
msgstr ""
#: ../../docs/about/faq.rst:421
#: ../../docs/about/faq.rst:420
msgid "We are always looking for suggestions about how to improve the engine. User feedback is the main driving force behind our decision-making process, and limitations that you might face while working on your project are a great data point for us when considering engine enhancements."
msgstr ""
#: ../../docs/about/faq.rst:426
#: ../../docs/about/faq.rst:425
msgid "If you experience a usability problem or are missing a feature in the current version of Godot, start by discussing it with our `community <https://godotengine.org/community/>`_. There may be other, perhaps better, ways to achieve the desired result that community members could suggest. And you can learn if other users experience the same issue, and figure out a good solution together."
msgstr ""
#: ../../docs/about/faq.rst:432
#: ../../docs/about/faq.rst:431
msgid "If you come up with a well-defined idea for the engine, feel free to open a `proposal issue <https://github.com/godotengine/godot-proposals/issues>`_. Try to be specific and concrete while describing your problem and your proposed solution — only actionable proposals can be considered. It is not required, but if you want to implement it yourself, that's always appreciated!"
msgstr ""
#: ../../docs/about/faq.rst:438
#: ../../docs/about/faq.rst:437
msgid "If you only have a general idea without specific details, you can open a `proposal discussion <https://github.com/godotengine/godot-proposals/discussions>`_. These can be anything you want, and allow for a free-form discussion in search of a solution. Once you find one, a proposal issue can be opened."
msgstr ""
#: ../../docs/about/faq.rst:443
#: ../../docs/about/faq.rst:442
msgid "Please, read the `readme <https://github.com/godotengine/godot-proposals/blob/master/README.md>`_ document before creating a proposal to learn more about the process."
msgstr ""
#: ../../docs/about/faq.rst:449
#: ../../docs/about/faq.rst:448
msgid "Is it possible to use Godot to create non-game applications?"
msgstr ""
#: ../../docs/about/faq.rst:451
#: ../../docs/about/faq.rst:450
msgid "Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt."
msgstr ""
#: ../../docs/about/faq.rst:454
#: ../../docs/about/faq.rst:453
msgid "When creating a non-game application, make sure to enable :ref:`low-processor mode <class_ProjectSettings_property_application/run/low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr ""
#: ../../docs/about/faq.rst:458
#: ../../docs/about/faq.rst:457
msgid "Check out `Material Maker <https://github.com/RodZill4/material-maker>`__ and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for examples of open source applications made with Godot."
msgstr ""
#: ../../docs/about/faq.rst:465
#: ../../docs/about/faq.rst:464
msgid "Is it possible to use Godot as a library?"
msgstr ""
#: ../../docs/about/faq.rst:467
#: ../../docs/about/faq.rst:466
msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users."
msgstr ""
#: ../../docs/about/faq.rst:472
#: ../../docs/about/faq.rst:471
msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions."
msgstr ""
#: ../../docs/about/faq.rst:478
#: ../../docs/about/faq.rst:477
msgid "What user interface toolkit does Godot use?"
msgstr ""
#: ../../docs/about/faq.rst:480
#: ../../docs/about/faq.rst:479
msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot."
msgstr ""
#: ../../docs/about/faq.rst:487
#: ../../docs/about/faq.rst:486
msgid "This custom toolkit makes it possible to benefit from hardware acceleration and have a consistent appearance across all platforms. On top of that, it doesn't have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor itself is one of the most complex users of Godot's UI system."
msgstr ""
#: ../../docs/about/faq.rst:493
#: ../../docs/about/faq.rst:492
msgid "This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`."
msgstr ""
#: ../../docs/about/faq.rst:500
#: ../../docs/about/faq.rst:499
msgid "Why does Godot use the SCons build system?"
msgstr ""
#: ../../docs/about/faq.rst:502
#: ../../docs/about/faq.rst:501
msgid "Godot uses the `SCons <https://www.scons.org/>`__ build system. There are no plans to switch to a different build system in the near future. There are many reasons why we have chosen SCons over other alternatives. For example:"
msgstr ""
#: ../../docs/about/faq.rst:506
#: ../../docs/about/faq.rst:505
msgid "Godot can be compiled for a dozen different platforms: all PC platforms, all mobile platforms, many consoles, and WebAssembly."
msgstr ""
#: ../../docs/about/faq.rst:508
#: ../../docs/about/faq.rst:507
msgid "Developers often need to compile for several of the platforms **at the same time**, or even different targets of the same platform. They can't afford reconfiguring and rebuilding the project each time. SCons can do this with no sweat, without breaking the builds."
msgstr ""
#: ../../docs/about/faq.rst:512
#: ../../docs/about/faq.rst:511
msgid "SCons will *never* break a build no matter how many changes, configurations, additions, removals etc."
msgstr ""
#: ../../docs/about/faq.rst:514
#: ../../docs/about/faq.rst:513
msgid "Godot's build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer customization (:ref:`modules <doc_custom_modules_in_cpp>`). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building."
msgstr ""
#: ../../docs/about/faq.rst:519
#: ../../docs/about/faq.rst:518
msgid "Godot's build process makes heavy use of cross-compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each."
msgstr ""
#: ../../docs/about/faq.rst:523
#: ../../docs/about/faq.rst:522
msgid "Please try to keep an open mind and get at least a little familiar with SCons if you are planning to build Godot yourself."
msgstr ""
#: ../../docs/about/faq.rst:529
#: ../../docs/about/faq.rst:528
msgid "Why does Godot not use STL (Standard Template Library)?"
msgstr ""
#: ../../docs/about/faq.rst:531
#: ../../docs/about/faq.rst:530
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL (with a few exceptions such as threading primitives). We believe STL is a great general-purpose library, but we had special requirements for Godot."
msgstr ""
#: ../../docs/about/faq.rst:535
#: ../../docs/about/faq.rst:534
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
msgstr ""
#: ../../docs/about/faq.rst:537
#: ../../docs/about/faq.rst:536
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
msgstr ""
#: ../../docs/about/faq.rst:541
#: ../../docs/about/faq.rst:540
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
msgstr ""
#: ../../docs/about/faq.rst:542
#: ../../docs/about/faq.rst:541
msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
msgstr ""
#: ../../docs/about/faq.rst:544
#: ../../docs/about/faq.rst:543
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
msgstr ""
#: ../../docs/about/faq.rst:548
#: ../../docs/about/faq.rst:547
msgid "Why does Godot not use exceptions?"
msgstr ""
#: ../../docs/about/faq.rst:550
#: ../../docs/about/faq.rst:549
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
msgstr ""
#: ../../docs/about/faq.rst:555
#: ../../docs/about/faq.rst:554
msgid "Additionally, exceptions significantly increase the binary size for the executable and result in increased compile times."
msgstr ""
#: ../../docs/about/faq.rst:559
#: ../../docs/about/faq.rst:558
msgid "Does Godot use an ECS (Entity Component System)?"
msgstr ""
#: ../../docs/about/faq.rst:561
#: ../../docs/about/faq.rst:560
msgid "Godot does **not** use an ECS and relies on inheritance instead. While there is no universally better approach, we found that using an inheritance-based approach resulted in better usability while still being fast enough for most use cases."
msgstr ""
#: ../../docs/about/faq.rst:565
#: ../../docs/about/faq.rst:564
msgid "That said, nothing prevents you from making use of composition in your project by creating child Nodes with individual scripts. These nodes can then be added and removed at run-time to dynamically add and remove behaviors."
msgstr ""
#: ../../docs/about/faq.rst:569
#: ../../docs/about/faq.rst:568
msgid "More information about Godot's design choices can be found in `this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__."
msgstr ""
#: ../../docs/about/faq.rst:573
#: ../../docs/about/faq.rst:572
msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?"
msgstr ""
#: ../../docs/about/faq.rst:575
#: ../../docs/about/faq.rst:574
msgid "While Godot internally attempts to use cache coherency as much as possible, we believe users don't need to be forced to use DOD practices."
msgstr ""
#: ../../docs/about/faq.rst:578
#: ../../docs/about/faq.rst:577
msgid "DOD is mostly a cache coherency optimization that can only provide significant performance improvements when dealing with dozens of thousands of objects which are processed every frame with little modification. That is, if you are moving a few hundred sprites or enemies per frame, DOD won't result in a meaningful improvement in performance. In such a case, you should consider a different approach to optimization."
msgstr ""
#: ../../docs/about/faq.rst:585
#: ../../docs/about/faq.rst:584
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
msgstr ""
#: ../../docs/about/faq.rst:588
#: ../../docs/about/faq.rst:587
msgid "If a game needs to process such a large amount of objects, our recommendation is to use C++ and GDExtensions for performance-heavy tasks and GDScript (or C#) for the rest of the game."
msgstr ""
#: ../../docs/about/faq.rst:593
#: ../../docs/about/faq.rst:592
msgid "How can I support Godot development or contribute?"
msgstr ""
#: ../../docs/about/faq.rst:595
#: ../../docs/about/faq.rst:594
msgid "See :ref:`doc_ways_to_contribute`."
msgstr ""
#: ../../docs/about/faq.rst:598
#: ../../docs/about/faq.rst:597
msgid "Who is working on Godot? How can I contact you?"
msgstr ""
#: ../../docs/about/faq.rst:600
#: ../../docs/about/faq.rst:599
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,95 +16,95 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/introduction.rst:4
#: ../../docs/about/introduction.rst:6
msgid "Introduction"
msgstr ""
#: ../../docs/about/introduction.rst:11
#: ../../docs/about/introduction.rst:13
msgid "Welcome to the official documentation of **Godot Engine**, the free and open source community-driven 2D and 3D game engine! Behind this mouthful, you will find a powerful yet user-friendly tool that you can use to develop any kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
#: ../../docs/about/introduction.rst:16
#: ../../docs/about/introduction.rst:18
msgid "This page gives a broad overview of the engine and of this documentation, so that you know where to start if you are a beginner or where to look if you need information on a specific feature."
msgstr ""
#: ../../docs/about/introduction.rst:21
#: ../../docs/about/introduction.rst:23
msgid "Before you start"
msgstr ""
#: ../../docs/about/introduction.rst:23
#: ../../docs/about/introduction.rst:25
msgid "The :ref:`Tutorials and resources <doc_community_tutorials>` page lists video tutorials contributed by the community. If you prefer video to text, consider checking them out. Otherwise, :ref:`Getting Started <doc_getting_started_intro>` is a great starting point."
msgstr ""
#: ../../docs/about/introduction.rst:28
#: ../../docs/about/introduction.rst:30
msgid "In case you have trouble with one of the tutorials or your project, you can find help on the various :ref:`Community channels <doc_community_channels>`, especially the Godot `Discord`_ community and `Forum <https://forum.godotengine.org/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:34
#: ../../docs/about/introduction.rst:36
msgid "About Godot Engine"
msgstr ""
#: ../../docs/about/introduction.rst:36
#: ../../docs/about/introduction.rst:38
msgid "A game engine is a complex tool and difficult to present in a few words. Here's a quick synopsis, which you are free to reuse if you need a quick write-up about Godot Engine:"
msgstr ""
#: ../../docs/about/introduction.rst:40
#: ../../docs/about/introduction.rst:42
msgid "Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles."
msgstr ""
#: ../../docs/about/introduction.rst:47
#: ../../docs/about/introduction.rst:49
msgid "Godot is completely free and open source under the :ref:`permissive MIT license <doc_complying_with_licenses>`. No strings attached, no royalties, nothing. Users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the `Godot Foundation <https://godot.foundation/>`_ not-for-profit."
msgstr ""
#: ../../docs/about/introduction.rst:57
#: ../../docs/about/introduction.rst:59
msgid "Organization of the documentation"
msgstr ""
#: ../../docs/about/introduction.rst:59
#: ../../docs/about/introduction.rst:61
msgid "This documentation is organized into several sections:"
msgstr ""
#: ../../docs/about/introduction.rst:61
#: ../../docs/about/introduction.rst:63
msgid "**About** contains this introduction as well as information about the engine, its history, its licensing, authors, etc. It also contains the :ref:`doc_faq`."
msgstr ""
#: ../../docs/about/introduction.rst:64
#: ../../docs/about/introduction.rst:66
msgid "**Getting Started** contains all necessary information on using the engine to make games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` tutorial which should be the entry point for all new users. **This is the best place to start if you're new!**"
msgstr ""
#: ../../docs/about/introduction.rst:68
#: ../../docs/about/introduction.rst:70
msgid "The **Manual** can be read or referenced as needed, in any order. It contains feature-specific tutorials and documentation."
msgstr ""
#: ../../docs/about/introduction.rst:70
#: ../../docs/about/introduction.rst:72
msgid "**Contributing** gives information related to contributing to Godot, whether to the core engine, documentation, demos or other parts. It describes how to report bugs, how contributor workflows are organized, etc. It also contains sections intended for advanced users and contributors, with information on compiling the engine, contributing to the editor, or developing C++ modules."
msgstr ""
#: ../../docs/about/introduction.rst:76
#: ../../docs/about/introduction.rst:78
msgid "**Community** is dedicated to the life of Godot's community. It points to various community channels like the `Godot Contributors Chat <https://chat.godotengine.org/>`_ and `Discord`_ and contains a list of recommended third-party tutorials and materials outside of this documentation."
msgstr ""
#: ../../docs/about/introduction.rst:81
#: ../../docs/about/introduction.rst:83
msgid "Finally, the **Class reference** documents the full Godot API, also available directly within the engine's script editor. You can find information on all classes, functions, signals and so on here."
msgstr ""
#: ../../docs/about/introduction.rst:85
#: ../../docs/about/introduction.rst:87
msgid "In addition to this documentation, you may also want to take a look at the various `Godot demo projects <https://github.com/godotengine/godot-demo-projects>`_."
msgstr ""
#: ../../docs/about/introduction.rst:89
#: ../../docs/about/introduction.rst:91
msgid "About this documentation"
msgstr ""
#: ../../docs/about/introduction.rst:91
#: ../../docs/about/introduction.rst:93
msgid "Members of the Godot Engine community continuously write, correct, edit, and improve this documentation. We are always looking for more help. You can also contribute by opening Github issues or translating the documentation into your language. If you are interested in helping, see :ref:`Ways to contribute <doc_ways_to_contribute>` and :ref:`Writing documentation <doc_contributing_writing_documentation>`, or get in touch with the `Documentation team <https://godotengine.org/teams/#documentation>`_ on `Godot Contributors Chat <https://chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:99
#: ../../docs/about/introduction.rst:101
msgid "All documentation content is licensed 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*\" unless otherwise noted."
msgstr ""
#: ../../docs/about/introduction.rst:104
#: ../../docs/about/introduction.rst:106
msgid "*Have fun reading and making games with Godot Engine!*"
msgstr ""

File diff suppressed because it is too large Load Diff

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,423 +16,442 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/release_policy.rst:4
#: ../../docs/about/release_policy.rst:6
msgid "Godot release policy"
msgstr ""
#: ../../docs/about/release_policy.rst:6
#: ../../docs/about/release_policy.rst:8
msgid "Godot's release policy is in constant evolution. The description below provides a general idea of what to expect, but what will actually happen depends on the choices of core contributors and the needs of the community at a given time."
msgstr ""
#: ../../docs/about/release_policy.rst:12
#: ../../docs/about/release_policy.rst:14
msgid "Godot versioning"
msgstr ""
#: ../../docs/about/release_policy.rst:14
#: ../../docs/about/release_policy.rst:16
msgid "Godot loosely follows `Semantic Versioning <https://semver.org/>`__ with a ``major.minor.patch`` versioning system, albeit with an interpretation of each term adapted to the complexity of a game engine:"
msgstr ""
#: ../../docs/about/release_policy.rst:18
#: ../../docs/about/release_policy.rst:20
msgid "The ``major`` version is incremented when major compatibility breakages happen which imply significant porting work to move projects from one major version to another."
msgstr ""
#: ../../docs/about/release_policy.rst:22
#: ../../docs/about/release_policy.rst:24
msgid "For example, porting Godot projects from Godot 3.x to Godot 4.x requires running the project through a conversion tool, and then performing a number of further adjustments manually for what the tool could not do automatically."
msgstr ""
#: ../../docs/about/release_policy.rst:26
#: ../../docs/about/release_policy.rst:28
msgid "The ``minor`` version is incremented for feature releases that do not break compatibility in a major way. Minor compatibility breakage in very specific areas *may* happen in minor versions, but the vast majority of projects should not be affected or require significant porting work."
msgstr ""
#: ../../docs/about/release_policy.rst:31
#: ../../docs/about/release_policy.rst:33
msgid "This is because Godot, as a game engine, covers many areas like rendering, physics, and scripting. Fixing bugs or implementing new features in one area might sometimes require changing a feature's behavior or modifying a class's interface, even if the rest of the engine API remains backwards compatible."
msgstr ""
#: ../../docs/about/release_policy.rst:38
#: ../../docs/about/release_policy.rst:40
msgid "Upgrading to a new minor version is recommended for all users, but some testing is necessary to ensure that your project still behaves as expected."
msgstr ""
#: ../../docs/about/release_policy.rst:42
#: ../../docs/about/release_policy.rst:44
msgid "The ``patch`` version is incremented for maintenance releases which focus on fixing bugs and security issues, implementing new requirements for platform support, and backporting safe usability enhancements. Patch releases are backwards compatible."
msgstr ""
#: ../../docs/about/release_policy.rst:47
#: ../../docs/about/release_policy.rst:49
msgid "Patch versions may include minor new features which do not impact the existing API, and thus have no risk of impacting existing projects."
msgstr ""
#: ../../docs/about/release_policy.rst:52
#: ../../docs/about/release_policy.rst:54
msgid "Updating to new patch versions is therefore considered safe and strongly recommended to all users of a given stable branch."
msgstr ""
#: ../../docs/about/release_policy.rst:55
#: ../../docs/about/release_policy.rst:57
msgid "We call ``major.minor`` combinations *stable branches*. Each stable branch starts with a ``major.minor`` release (without the ``0`` for ``patch``) and is further developed for maintenance releases in a Git branch of the same name (for example patch updates for the 4.0 stable branch are developed in the ``4.0`` Git branch)."
msgstr ""
#: ../../docs/about/release_policy.rst:62
#: ../../docs/about/release_policy.rst:64
msgid "Release support timeline"
msgstr ""
#: ../../docs/about/release_policy.rst:64
#: ../../docs/about/release_policy.rst:66
msgid "Stable branches are supported *at least* until the next stable branch is released and has received its first patch update. In practice, we support stable branches on a *best effort* basis for as long as they have active users who need maintenance updates."
msgstr ""
#: ../../docs/about/release_policy.rst:69
#: ../../docs/about/release_policy.rst:71
msgid "Whenever a new major version is released, we make the previous stable branch a long-term supported release, and do our best to provide fixes for issues encountered by users of that branch who cannot port complex projects to the new major version. This was the case for the 2.1 branch, and is the case for the 3.6 branch."
msgstr ""
#: ../../docs/about/release_policy.rst:75
#: ../../docs/about/release_policy.rst:77
msgid "In a given minor release series, only the latest patch release receives support. If you experience an issue using an older patch release, please upgrade to the latest patch release of that series and test again before reporting an issue on GitHub."
msgstr ""
#: ../../docs/about/release_policy.rst:81
#: ../../docs/about/release_policy.rst:83
msgid "**Version**"
msgstr ""
#: ../../docs/about/release_policy.rst:81
#: ../../docs/about/release_policy.rst:83
msgid "**Release date**"
msgstr ""
#: ../../docs/about/release_policy.rst:81
#: ../../docs/about/release_policy.rst:83
msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:83
#: ../../docs/about/release_policy.rst:85
msgid "Godot 4.3 (`master`)"
msgstr ""
#: ../../docs/about/release_policy.rst:83
#: ../../docs/about/release_policy.rst:85
msgid "June 2024 (estimate)"
msgstr ""
#: ../../docs/about/release_policy.rst:83
#: ../../docs/about/release_policy.rst:85
msgid "|unstable| *Development.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
msgstr ""
#: ../../docs/about/release_policy.rst:122
#: ../../docs/about/release_policy.rst:124
#: ../../docs/about/release_policy.rst:124
#: ../../docs/about/release_policy.rst:124
msgid "unstable"
msgstr ""
#: ../../docs/about/release_policy.rst:86
#: ../../docs/about/release_policy.rst:88
msgid "Godot 4.2"
msgstr ""
#: ../../docs/about/release_policy.rst:86
#: ../../docs/about/release_policy.rst:88
msgid "November 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:86
#: ../../docs/about/release_policy.rst:89
#: ../../docs/about/release_policy.rst:97
#: ../../docs/about/release_policy.rst:88
#: ../../docs/about/release_policy.rst:91
#: ../../docs/about/release_policy.rst:99
msgid "|supported| Receives fixes for bugs and security issues, as well as patches that enable platform support."
msgstr ""
#: ../../docs/about/release_policy.rst:119
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
msgid "supported"
msgstr ""
#: ../../docs/about/release_policy.rst:89
#: ../../docs/about/release_policy.rst:91
msgid "Godot 4.1"
msgstr ""
#: ../../docs/about/release_policy.rst:89
#: ../../docs/about/release_policy.rst:91
msgid "July 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:92
#: ../../docs/about/release_policy.rst:94
msgid "Godot 4.0"
msgstr ""
#: ../../docs/about/release_policy.rst:92
#: ../../docs/about/release_policy.rst:94
msgid "March 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:92
#: ../../docs/about/release_policy.rst:94
msgid "|eol| No longer supported (last update: 4.0.4)."
msgstr ""
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
msgid "eol"
msgstr ""
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:96
msgid "Godot 3.6 (`3.x`, LTS)"
msgstr ""
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:96
msgid "Q1 2024 (estimate)"
msgstr ""
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:96
msgid "|supported| *Beta.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
msgstr ""
#: ../../docs/about/release_policy.rst:97
#: ../../docs/about/release_policy.rst:99
msgid "Godot 3.5"
msgstr ""
#: ../../docs/about/release_policy.rst:97
#: ../../docs/about/release_policy.rst:99
msgid "August 2022"
msgstr ""
#: ../../docs/about/release_policy.rst:100
#: ../../docs/about/release_policy.rst:102
msgid "Godot 3.4"
msgstr ""
#: ../../docs/about/release_policy.rst:100
#: ../../docs/about/release_policy.rst:102
msgid "November 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:100
#: ../../docs/about/release_policy.rst:102
msgid "|eol| No longer supported (last update: 3.4.5)."
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:104
msgid "Godot 3.3"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:104
msgid "April 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:104
msgid "|eol| No longer supported (last update: 3.3.4)."
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:106
msgid "Godot 3.2"
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:106
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:106
msgid "|eol| No longer supported (last update: 3.2.3)."
msgstr ""
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:108
msgid "Godot 3.1"
msgstr ""
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:108
msgid "March 2019"
msgstr ""
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:108
msgid "|eol| No longer supported (last update: 3.1.2)."
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:110
msgid "Godot 3.0"
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:110
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:110
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:112
msgid "Godot 2.1"
msgstr ""
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:112
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:112
msgid "|eol| No longer supported (last update: 2.1.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:114
msgid "Godot 2.0"
msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:114
msgid "February 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:114
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr ""
#: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:116
msgid "Godot 1.1"
msgstr ""
#: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:116
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:116
#: ../../docs/about/release_policy.rst:118
msgid "|eol| No longer supported."
msgstr ""
#: ../../docs/about/release_policy.rst:116
#: ../../docs/about/release_policy.rst:118
msgid "Godot 1.0"
msgstr ""
#: ../../docs/about/release_policy.rst:116
#: ../../docs/about/release_policy.rst:118
msgid "December 2014"
msgstr ""
#: ../../docs/about/release_policy.rst:120
#: ../../docs/about/release_policy.rst:122
#: ../../docs/about/release_policy.rst:122
msgid "partial"
msgstr ""
#: ../../docs/about/release_policy.rst:124
#: ../../docs/about/release_policy.rst:126
msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:130
#: ../../docs/about/release_policy.rst:132
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
msgstr ""
#: ../../docs/about/release_policy.rst:135
#: ../../docs/about/release_policy.rst:137
msgid "See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project from Godot 3.x to 4.x."
msgstr ""
#: ../../docs/about/release_policy.rst:141
#: ../../docs/about/release_policy.rst:143
msgid "Which version should I use for a new project?"
msgstr ""
#: ../../docs/about/release_policy.rst:143
#: ../../docs/about/release_policy.rst:145
msgid "We recommend using Godot 4.x for new projects, as the Godot 4.x series will be supported long after 3.x stops receiving updates in the future. One caveat is that a lot of third-party documentation hasn't been updated for Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to check which methods have been renamed (if you get a script error while trying to use a specific node or method that was renamed in Godot 4.x)."
msgstr ""
#: ../../docs/about/release_policy.rst:151
#: ../../docs/about/release_policy.rst:153
msgid "If your project requires a feature that is missing in 4.x (such as GLES2/WebGL 1.0), you should use Godot 3.x for a new project instead."
msgstr ""
#: ../../docs/about/release_policy.rst:157
#: ../../docs/about/release_policy.rst:159
msgid "Should I upgrade my project to use new engine versions?"
msgstr ""
#: ../../docs/about/release_policy.rst:161
#: ../../docs/about/release_policy.rst:163
msgid "Upgrading software while working on a project is inherently risky, so consider whether it's a good idea for your project before attempting an upgrade. Also, make backups of your project or use version control to prevent losing data in case the upgrade goes wrong."
msgstr ""
#: ../../docs/about/release_policy.rst:166
#: ../../docs/about/release_policy.rst:168
msgid "That said, we do our best to keep minor and especially patch releases compatible with existing projects."
msgstr ""
#: ../../docs/about/release_policy.rst:169
#: ../../docs/about/release_policy.rst:171
msgid "The general recommendation is to upgrade your project to follow new *patch* releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug fixes, security updates and platform support updates (which is especially important for mobile platforms). You also get continued support, as only the last patch release receives support on official community platforms."
msgstr ""
#: ../../docs/about/release_policy.rst:175
#: ../../docs/about/release_policy.rst:177
msgid "For *minor* releases, you should determine whether it's a good idea to upgrade on a case-by-case basis. We've made a lot of effort in making the upgrade process as seamless as possible, but some breaking changes may be present in minor releases, along with a greater risk of regressions. Some fixes included in minor releases may also change a class' expected behavior as required to fix some bugs. This is especially the case in classes marked as *experimental* in the documentation."
msgstr ""
#: ../../docs/about/release_policy.rst:183
#: ../../docs/about/release_policy.rst:185
msgid "*Major* releases bring a lot of new functionality, but they also remove previously existing functionality and may raise hardware requirements. They also require much more work to upgrade to compared to minor releases. As a result, we recommend sticking with the major release you've started your project with if you are happy with how your project currently works. For example, if your project was started with 3.5, we recommend upgrading to 3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project really needs the new features that come with 4.0+."
msgstr ""
#: ../../docs/about/release_policy.rst:195
#: ../../docs/about/release_policy.rst:197
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:197
#: ../../docs/about/release_policy.rst:199
msgid "While Godot contributors aren't working under any deadlines, we strive to publish minor releases relatively frequently."
msgstr ""
#: ../../docs/about/release_policy.rst:200
#: ../../docs/about/release_policy.rst:202
msgid "In particular, after the very length release cycle for 4.0, we are pivoting to a faster paced development workflow, 4.1 released 4 months after 4.0, and 4.2 released 4 months after 4.1"
msgstr ""
#: ../../docs/about/release_policy.rst:204
#: ../../docs/about/release_policy.rst:206
msgid "Frequent minor releases will enable us to ship new features faster (possibly as experimental), get user feedback quickly, and iterate to improve those features and their usability. Likewise, the general user experience will be improved more steadily with a faster path to the end users."
msgstr ""
#: ../../docs/about/release_policy.rst:209
#: ../../docs/about/release_policy.rst:211
msgid "Maintenance (patch) releases are released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs."
msgstr ""
#: ../../docs/about/release_policy.rst:213
#: ../../docs/about/release_policy.rst:215
msgid "The 3.6 release is still planned and should be the last stable branch of Godot 3.x. It will be a Long-Term Support (LTS) release, which we plan to support for as long as users still need it (due to missing features in Godot 4.x, or having published games which they need to keep updating for platform requirements)."
msgstr ""
#: ../../docs/about/release_policy.rst:220
#: ../../docs/about/release_policy.rst:222
msgid "What are the criteria for compatibility across engine versions?"
msgstr ""
#: ../../docs/about/release_policy.rst:224
#: ../../docs/about/release_policy.rst:226
msgid "This section is intended to be used by contributors to determine which changes are safe for a given release. The list is not exhaustive; it only outlines the most common situations encountered during Godot's development."
msgstr ""
#: ../../docs/about/release_policy.rst:228
#: ../../docs/about/release_policy.rst:230
msgid "The following changes are acceptable in patch releases:"
msgstr ""
#: ../../docs/about/release_policy.rst:230
#: ../../docs/about/release_policy.rst:232
msgid "Fixing a bug in a way that has no major negative impact on most projects, such as a visual or physics bug. Godot's physics engine is not deterministic, so physics bug fixes are not considered to break compatibility. If fixing a bug has a negative impact that could impact a lot of projects, it should be made optional (e.g. using a project setting or separate method)."
msgstr ""
#: ../../docs/about/release_policy.rst:235
#: ../../docs/about/release_policy.rst:237
msgid "Adding a new optional parameter to a method."
msgstr ""
#: ../../docs/about/release_policy.rst:236
#: ../../docs/about/release_policy.rst:238
msgid "Small-scale editor usability tweaks."
msgstr ""
#: ../../docs/about/release_policy.rst:238
#: ../../docs/about/release_policy.rst:240
msgid "Note that we tend to be more conservative with the fixes we allow in each subsequent patch release. For instance, 4.0.1 may receive more impactful fixes than 4.0.4 would."
msgstr ""
#: ../../docs/about/release_policy.rst:242
#: ../../docs/about/release_policy.rst:244
msgid "The following changes are acceptable in minor releases, but not patch releases:"
msgstr ""
#: ../../docs/about/release_policy.rst:244
#: ../../docs/about/release_policy.rst:246
msgid "Significant new features."
msgstr ""
#: ../../docs/about/release_policy.rst:245
#: ../../docs/about/release_policy.rst:247
msgid "Renaming a method parameter. In C#, method parameters can be passed by name (but not in GDScript). As a result, this can break some projects that use C#."
msgstr ""
#: ../../docs/about/release_policy.rst:247
#: ../../docs/about/release_policy.rst:249
msgid "Deprecating a method, member variable, or class. This is done by adding a deprecated flag to its class reference, which will show up in the editor. When a method is marked as deprecated, it's slated to be removed in the next *major* release."
msgstr ""
#: ../../docs/about/release_policy.rst:251
#: ../../docs/about/release_policy.rst:253
msgid "Changes that affect the default project theme's visuals."
msgstr ""
#: ../../docs/about/release_policy.rst:252
#: ../../docs/about/release_policy.rst:254
msgid "Bug fixes which significantly change the behavior or the output, with the aim to meet user expectations better. In comparison, in patch releases, we may favor keeping a buggy behavior so we don't break existing projects which likely already rely on the bug or use a workaround."
msgstr ""
#: ../../docs/about/release_policy.rst:256
#: ../../docs/about/release_policy.rst:258
msgid "Performance optimizations that result in visual changes."
msgstr ""
#: ../../docs/about/release_policy.rst:258
#: ../../docs/about/release_policy.rst:260
msgid "The following changes are considered **compatibility-breaking** and can only be performed in a new major release:"
msgstr ""
#: ../../docs/about/release_policy.rst:261
#: ../../docs/about/release_policy.rst:263
msgid "Renaming or removing a method, member variable, or class."
msgstr ""
#: ../../docs/about/release_policy.rst:262
#: ../../docs/about/release_policy.rst:264
msgid "Modifying a node's inheritance tree by making it inherit from a different class."
msgstr ""
#: ../../docs/about/release_policy.rst:263
#: ../../docs/about/release_policy.rst:265
msgid "Changing the default value of a project setting value in a way that affects existing projects. To only affect new projects, the project manager should write a modified ``project.godot`` instead."
msgstr ""
#: ../../docs/about/release_policy.rst:267
#: ../../docs/about/release_policy.rst:269
msgid "Since Godot 5.0 hasn't been branched off yet, we currently discourage making compatibility-breaking changes of this kind."
msgstr ""
#: ../../docs/about/release_policy.rst:272
msgid "When modifying a method's signature in any fashion (including adding an optional parameter), a GDExtension compatibility method must be created. This ensures that existing GDExtensions continue to work across patch and minor releases, so that users don't have to recompile them. See `pull request #76446 <https://github.com/godotengine/godot/pull/76446>`_ for more information."
#: ../../docs/about/release_policy.rst:274
msgid "When modifying a method's signature in any fashion (including adding an optional parameter), a GDExtension compatibility method must be created. This ensures that existing GDExtensions continue to work across patch and minor releases, so that users don't have to recompile them. See :ref:`doc_handling_compatibility_breakages` for more information."
msgstr ""
#: ../../docs/<rst_epilog>:0

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -182,7 +182,7 @@ msgstr ""
#: ../../docs/about/system_requirements.rst:70
#: ../../docs/about/system_requirements.rst:253
msgid "Vulkan drivers for these Windows versions are known to have issues with memory leaks. As a result, it's recommended to stick to the Compatibility rendering method when running Godot on an Windows version older than 10."
msgid "Vulkan drivers for these Windows versions are known to have issues with memory leaks. As a result, it's recommended to stick to the Compatibility rendering method when running Godot on a Windows version older than 10."
msgstr ""
#: ../../docs/about/system_requirements.rst:75

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,7 +16,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/asset_library/index.rst:2
#: ../../docs/community/asset_library/index.rst:4
msgid "Asset Library"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -132,7 +132,8 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:220
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:224
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:224
msgid "image0"
msgstr ""
@@ -216,59 +217,63 @@ msgstr ""
msgid "The **icon** must be square (1:1 aspect ratio). It should have a minimum resolution of 128×128 pixels."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:184
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:183
msgid "For icons hosted on GitHub, URLs must be provided in the form of `https://raw.githubusercontent.com/<user>/<project>/<branch>/Icon.png`."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:188
msgid "**License**:"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:182
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:186
msgid "The license under which you are distributing the asset. The list includes a variety of free and open source software licenses, such as GPL (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_ for a detailed description of each of the listed licenses."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:190
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:194
msgid "**Description**:"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:187
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:191
msgid "Finally, you can use the Description field for a textual overview of your asset, its features and behavior, a changelog, et cetera. In the future, formatting with Markdown will be supported, but currently, your only option is plain text."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:192
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:196
msgid "You may also include up to three video and/or image previews, which will be shown at the bottom of the asset page. Use the \"Enable\" checkbox on each of the preview submission boxes to enable them."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:196
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:200
msgid "**Type**:"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:197
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:201
msgid "Either an image, or a video."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:198
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:202
msgid "**Image/YouTube URL**:"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:199
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:203
msgid "Either a link to the image, or to a video, hosted on YouTube."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:203
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:207
msgid "**Thumbnail URL**:"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:201
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:205
msgid "A URL to an image that will be used as a thumbnail for the preview. This option will be removed eventually, and thumbnails will be automatically computed instead."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:205
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:209
msgid "Once you are done, press \"Submit\". Your asset will be entered into the review queue. You can check all assets currently pending a review `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please be patient!"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:212
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:216
msgid "You may have some luck accelerating the approval process by messaging the moderators and AssetLib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_, or the official Discord server."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:216
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:220
msgid "You will be informed when your asset is reviewed. If it was rejected, you will be told why that may have been, and you will be able to submit it again with the appropriate changes."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -36,6 +36,7 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:187
#: ../../docs/community/asset_library/using_assetlib.rst:187
msgid "image0"
msgstr ""
@@ -76,6 +77,7 @@ msgstr ""
msgid "|image1|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:188
#: ../../docs/community/asset_library/using_assetlib.rst:188
msgid "image1"
msgstr ""
@@ -96,6 +98,7 @@ msgstr ""
msgid "|image2|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:189
#: ../../docs/community/asset_library/using_assetlib.rst:189
msgid "image2"
msgstr ""
@@ -156,6 +159,7 @@ msgstr ""
msgid "|image3|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:190
#: ../../docs/community/asset_library/using_assetlib.rst:190
msgid "image3"
msgstr ""
@@ -168,6 +172,7 @@ msgstr ""
msgid "|image4|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:191
#: ../../docs/community/asset_library/using_assetlib.rst:191
msgid "image4"
msgstr ""
@@ -180,6 +185,7 @@ msgstr ""
msgid "|image5|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:192
#: ../../docs/community/asset_library/using_assetlib.rst:192
msgid "image5"
msgstr ""
@@ -204,6 +210,7 @@ msgstr ""
msgid "|image6|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:193
#: ../../docs/community/asset_library/using_assetlib.rst:193
msgid "image6"
msgstr ""
@@ -236,6 +243,7 @@ msgstr ""
msgid "|image7|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:194
#: ../../docs/community/asset_library/using_assetlib.rst:194
msgid "image7"
msgstr ""
@@ -244,6 +252,7 @@ msgstr ""
msgid "|image14|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:201
#: ../../docs/community/asset_library/using_assetlib.rst:201
msgid "image14"
msgstr ""
@@ -256,6 +265,7 @@ msgstr ""
msgid "|image8|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:195
#: ../../docs/community/asset_library/using_assetlib.rst:195
msgid "image8"
msgstr ""
@@ -280,6 +290,7 @@ msgstr ""
msgid "|image9|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:196
#: ../../docs/community/asset_library/using_assetlib.rst:196
msgid "image9"
msgstr ""
@@ -292,6 +303,7 @@ msgstr ""
msgid "|image10|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:197
#: ../../docs/community/asset_library/using_assetlib.rst:197
msgid "image10"
msgstr ""
@@ -304,6 +316,7 @@ msgstr ""
msgid "|image11|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:198
#: ../../docs/community/asset_library/using_assetlib.rst:198
msgid "image11"
msgstr ""
@@ -316,6 +329,7 @@ msgstr ""
msgid "|image12|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:199
#: ../../docs/community/asset_library/using_assetlib.rst:199
msgid "image12"
msgstr ""
@@ -328,6 +342,7 @@ msgstr ""
msgid "|image13|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:200
#: ../../docs/community/asset_library/using_assetlib.rst:200
msgid "image13"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -101,7 +101,7 @@ msgid "`itch.io <https://godotengine.itch.io/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:43
msgid "`linkin.bio <https://linkin.bio/godot>`_"
msgid "`Links <https://links.godotengine.org>`_"
msgstr ""
#: ../../docs/community/channels.rst:46

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,130 +49,142 @@ msgid "Video tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:22
msgid "`BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35>`_ (2D and 3D, GDScript)"
msgid "`Bastiaan Olij <https://www.youtube.com/BastiaanOlij>`_ (3D, AR and VR, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:23
msgid "`Clear Code <https://www.youtube.com/watch?v=nAh_Kx5Zh5Q>`_ (2D, GDScript, Programming Basics)"
msgid "`BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35>`_ (2D and 3D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:24
msgid "`FencerDevLog <https://www.youtube.com/@FencerDevLog>`_ (2D, 3D, GDScript, Shaders)"
msgid "`Clear Code <https://www.youtube.com/watch?v=nAh_Kx5Zh5Q>`_ (2D, GDScript, Programming Basics)"
msgstr ""
#: ../../docs/community/tutorials.rst:25
msgid "`FinePointCGI <https://www.youtube.com/channel/UCSojAWUnEUTUcdA9iJ6bryQ>`_ (2D, 3D, GDScript and C#)"
msgid "`FencerDevLog <https://www.youtube.com/@FencerDevLog>`_ (2D, 3D, GDScript, Shaders)"
msgstr ""
#: ../../docs/community/tutorials.rst:26
msgid "`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript and C#)"
msgid "`FinePointCGI <https://www.youtube.com/channel/UCSojAWUnEUTUcdA9iJ6bryQ>`_ (2D, 3D, GDScript and C#)"
msgstr ""
#: ../../docs/community/tutorials.rst:27
msgid "`Game Dev Artisan <https://www.youtube.com/@GameDevArtisan>`_ (2D, GDScript)"
msgid "`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript and C#)"
msgstr ""
#: ../../docs/community/tutorials.rst:28
msgid "`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ (2D, networked multiplayer, GDScript)"
msgid "`Game Dev Artisan <https://www.youtube.com/@GameDevArtisan>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:29
msgid "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/videos>`_ (2D, GDScript)"
msgid "`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ (2D, networked multiplayer, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:30
msgid "`Gwizz <https://www.youtube.com/@Gwizz1027>`_ (2D, GDScript)"
msgid "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/videos>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:31
msgid "`Godotneers <https://www.youtube.com/@godotneers>`_ (2D, Shaders, GDScript)"
msgid "`Gwizz <https://www.youtube.com/@Gwizz1027>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:32
msgid "`HeartBeast <https://www.youtube.com/@uheartbeast>`_ (2D, GDScript)"
msgid "`Godotneers <https://www.youtube.com/@godotneers>`_ (2D, Shaders, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:33
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript)"
msgid "`HeartBeast <https://www.youtube.com/@uheartbeast>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:34
msgid "`Maker Tech <https://www.youtube.com/@MakerTech/>`_ (2D, GDScript)"
msgid "`Malcolm Nixon <https://youtube.com/@MalcolmAnixon>`_ (AR and VR, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:35
msgid "`Pigdev <https://www.youtube.com/@pigdev>`_ (2D, GDScript)"
msgid "`Muddy Wolf <https://www.youtube.com/@MuddyWolf>`_ (2D, 3D and VR, GDSCript)"
msgstr ""
#: ../../docs/community/tutorials.rst:36
msgid "`Queble <https://www.youtube.com/@queblegamedevelopment4143>`_ (2D, GDScript)"
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:37
msgid "`Quiver <https://quiver.dev/>`_ (2D, GDScript)"
msgid "`Maker Tech <https://www.youtube.com/@MakerTech/>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "`Pigdev <https://www.youtube.com/@pigdev>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:39
msgid "`Queble <https://www.youtube.com/@queblegamedevelopment4143>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:40
msgid "Text tutorials"
msgid "`Quiver <https://quiver.dev/>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:42
msgid "`FinepointCGI website by Mitch <https://finepointcgi.io/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:43
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
#: ../../docs/community/tutorials.rst:41
msgid "`Snopek Games <https://www.youtube.com/@SnopekGames>`_ (3D, networked multiplayer, AR and VR, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:44
msgid "`Godot Recipes by KidsCanCode <https://kidscancode.org/godot_recipes/4.x/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:45
msgid "`Godot Tutorials by SomethingLikeGames <https://www.somethinglikegames.de/en/tags/godot-engine/>`__"
msgid "Text tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:46
msgid "`Game Dev Artisan website <https://gamedevartisan.com/>`__"
msgid "`FinepointCGI website by Mitch <https://finepointcgi.io/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:47
msgid "`Night Quest Games Blog <https://www.nightquestgames.com/blog-articles/>`__"
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:48
msgid "`Godot Recipes by KidsCanCode <https://kidscancode.org/godot_recipes/4.x/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:49
msgid "`Godot Tutorials by SomethingLikeGames <https://www.somethinglikegames.de/en/tags/godot-engine/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:50
msgid "Devlogs"
msgid "`Game Dev Artisan website <https://gamedevartisan.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:52
msgid "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:53
msgid "`bitbrain <https://www.youtube.com/@bitbraindev>`_"
#: ../../docs/community/tutorials.rst:51
msgid "`Night Quest Games Blog <https://www.nightquestgames.com/blog-articles/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:54
msgid "`DevDuck (2D) <https://www.youtube.com/@devduck/videos>`_"
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:56
msgid "`bitbrain <https://www.youtube.com/@bitbraindev>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:57
msgid "Resources"
msgstr ""
#: ../../docs/community/tutorials.rst:59
msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons <https://github.com/godotengine/awesome-godot>`_"
msgid "`DevDuck (2D) <https://www.youtube.com/@devduck/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:60
msgid "`Godot Asset Library <https://godotengine.org/asset-library/asset>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:61
msgid "`Godot Shaders: A community-driven shader library <https://godotshaders.com/>`_"
msgid "Resources"
msgstr ""
#: ../../docs/community/tutorials.rst:62
msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons <https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:63
msgid "`Godot Asset Library <https://godotengine.org/asset-library/asset>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:64
msgid "`Godot Shaders: A community-driven shader library <https://godotshaders.com/>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:65
msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz <https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,7 +53,7 @@ msgid "The rules used by clang-format are outlined in the `.clang-format <https:
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:32
msgid "As long as you ensure that your style matches the surrounding code and that you not introducing trailing whitespace or space-based indentation, you should be fine. If you plan to contribute regularly, however, we strongly advise that you set up clang-format locally to check and automatically fix all your commits."
msgid "As long as you ensure that your style matches the surrounding code and that you're not introducing trailing whitespace or space-based indentation, you should be fine. If you plan to contribute regularly, however, we strongly advise that you set up clang-format locally to check and automatically fix all your commits."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:37
@@ -68,251 +68,249 @@ msgstr ""
msgid "These guidelines only cover code formatting. See :ref:`doc_cpp_usage_guidelines` for a list of language features that are permitted in pull requests."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:57
#: ../../docs/contributing/development/code_style_guidelines.rst:58
msgid "Using clang-format locally"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:59
msgid "First of all, you will need to install clang-format. As of now, you need to use **clang-format 13** to be compatible with Godot's format. Later versions might be suitable, but previous versions may not support all used options, or format some things differently, leading to style issues in pull requests."
#: ../../docs/contributing/development/code_style_guidelines.rst:60
msgid "You need to use **clang-format 17** to be compatible with Godot's format. Later versions might be suitable, but previous versions may not support all used options, or format some things differently, leading to style issues in pull requests."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:65
#: ../../docs/contributing/development/code_style_guidelines.rst:269
msgid "Installation"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:67
msgid "Here's how to install clang-format:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:69
msgid "Linux: It will usually be available out-of-the-box with the clang toolchain packaged by your distribution. If your distro version is not the required one, you can download a pre-compiled version from the `LLVM website <https://releases.llvm.org/download.html>`__, or if you are on a Debian derivative, use the `upstream repos <https://apt.llvm.org/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:74
msgid "macOS and Windows: You can download precompiled binaries from the `LLVM website <https://releases.llvm.org/download.html>`__. You may need to add the path to the binary's folder to your system's ``PATH`` environment variable to be able to call ``clang-format`` out of the box."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:79
msgid "You then have different possibilities to apply clang-format to your changes:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:82
#: ../../docs/contributing/development/code_style_guidelines.rst:281
msgid "Manual usage"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:84
msgid "You can apply clang-format manually for one or more files with the following command:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:91
msgid "``-i`` means that the changes should be written directly to the file (by default clang-format would only output the fixed version to the terminal)."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:93
msgid "The path can point to several files, either one after the other or using wildcards like in a typical Unix shell. Be careful when globbing so that you don't run clang-format on compiled objects (.o and .a files) that are in Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:99
#: ../../docs/contributing/development/code_style_guidelines.rst:296
#: ../../docs/contributing/development/code_style_guidelines.rst:306
msgid "Pre-commit hook"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:101
msgid "For ease of use, we provide a pre-commit hook for Git that will run clang-format automatically on all your commits to check them, and let you apply its changes in the final commit."
#: ../../docs/contributing/development/code_style_guidelines.rst:67
msgid "For ease of use, we provide hooks for Git with the `pre-commit <https://pre-commit.com/>`__ Python framework that will run clang-format automatically on all your commits with the correct version of clang-format. To set up:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:105
msgid "This \"hook\" is a script that can be found in ``misc/hooks``, refer to that folder's README.md for installation instructions."
#: ../../docs/contributing/development/code_style_guidelines.rst:78
#: ../../docs/contributing/development/code_style_guidelines.rst:319
msgid "You can also run the hook manually with ``pre-commit run``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:82
#: ../../docs/contributing/development/code_style_guidelines.rst:323
msgid "Previously, we supplied a hook in the folder ``misc/hooks``. If you copied the script manually, these hooks should still work, but symlinks will be broken. If you are using the new system, run ``rm .git/hooks/*`` to remove the old hooks that are no longer needed."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:89
#: ../../docs/contributing/development/code_style_guidelines.rst:278
msgid "Installation"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:91
msgid "Here's how to install clang-format:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:93
msgid "Linux: It will usually be available out-of-the-box with the clang toolchain packaged by your distribution. If your distro version is not the required one, you can download a pre-compiled version from the `LLVM website <https://releases.llvm.org/download.html>`__, or if you are on a Debian derivative, use the `upstream repos <https://apt.llvm.org/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:98
msgid "macOS and Windows: You can download precompiled binaries from the `LLVM website <https://releases.llvm.org/download.html>`__. You may need to add the path to the binary's folder to your system's ``PATH`` environment variable to be able to call clang-format out of the box."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:103
msgid "You then have different possibilities to apply clang-format to your changes:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:106
#: ../../docs/contributing/development/code_style_guidelines.rst:290
msgid "Manual usage"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:108
msgid "If your clang-format is not in the ``PATH``, you may have to edit the ``pre-commit-clang-format`` to point to the correct binary for it to work. The hook was tested on Linux and macOS, but should also work in the Git Shell on Windows."
msgid "You can apply clang-format manually for one or more files with the following command:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:114
msgid "IDE plugin"
#: ../../docs/contributing/development/code_style_guidelines.rst:115
msgid "``-i`` means that the changes should be written directly to the file (by default clang-format would only output the fixed version to the terminal)."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:116
msgid "Most IDEs or code editors have beautifier plugins that can be configured to run clang-format automatically, for example, each time you save a file."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:119
msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:121
msgid "Qt Creator: `Beautifier plugin <https://doc.qt.io/qtcreator/creator-beautifier.html>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:122
msgid "Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/items?itemName=xaver.clang-format>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:123
msgid "Visual Studio: `Clang Power Tools 2022 <https://marketplace.visualstudio.com/items?itemName=caphyon.ClangPowerTools2022>`__"
#: ../../docs/contributing/development/code_style_guidelines.rst:117
msgid "The path can point to several files, either one after the other or using wildcards like in a typical Unix shell. Be careful when globbing so that you don't run clang-format on compiled objects (.o and .a files) that are in Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:124
msgid "vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__"
msgid "IDE plugin"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:125
msgid "CLion: Starting from version ``2019.1``, no plugin is required. Instead, enable `ClangFormat <https://www.jetbrains.com/help/clion/clangformat-as-alternative-formatter.html#clion-support>`__"
#: ../../docs/contributing/development/code_style_guidelines.rst:126
msgid "Most IDEs or code editors have beautifier plugins that can be configured to run clang-format automatically, for example, each time you save a file."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:128
msgid "(Pull requests are welcome to extend this list with tested plugins.)"
#: ../../docs/contributing/development/code_style_guidelines.rst:129
msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:131
msgid "Qt Creator: `Beautifier plugin <https://doc.qt.io/qtcreator/creator-beautifier.html>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:132
msgid "Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/items?itemName=xaver.clang-format>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:133
msgid "Header includes"
msgid "Visual Studio: `Clang Power Tools 2022 <https://marketplace.visualstudio.com/items?itemName=caphyon.ClangPowerTools2022>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:134
msgid "vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:135
msgid "When adding new C++ or Objective-C files or including new headers in existing ones, the following rules should be followed:"
msgid "CLion: Starting from version ``2019.1``, no plugin is required. Instead, enable `ClangFormat <https://www.jetbrains.com/help/clion/clangformat-as-alternative-formatter.html#clion-support>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:138
msgid "The first lines in the file should be Godot's copyright header and MIT license, copy-pasted from another file. Make sure to adjust the filename."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:140
msgid "In a ``.h`` header, include guards should be used with the form ``FILENAME_H``."
msgid "(Pull requests are welcome to extend this list with tested plugins.)"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:143
msgid "Header includes"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:145
msgid "When adding new C++ or Objective-C files or including new headers in existing ones, the following rules should be followed:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:148
msgid "The first lines in the file should be Godot's copyright header and MIT license, copy-pasted from another file. Make sure to adjust the filename."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:150
msgid "In a ``.h`` header, include guards should be used with the form ``FILENAME_H``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:153
msgid "In a ``.cpp`` file (e.g. ``filename.cpp``), the first include should be the one where the class is declared (e.g. ``#include \"filename.h\"``), followed by an empty line for separation."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:146
#: ../../docs/contributing/development/code_style_guidelines.rst:156
msgid "Then come headers from Godot's own code base, included in alphabetical order (enforced by ``clang-format``) with paths relative to the root folder. Those includes should be done with quotes, e.g. ``#include \"core/object.h\"``. The block of Godot header includes should then be followed by an empty line for separation."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:151
#: ../../docs/contributing/development/code_style_guidelines.rst:161
msgid "Finally, third-party headers (either from ``thirdparty`` or from the system's include paths) come next and should be included with the < and > symbols, e.g. ``#include <png.h>``. The block of third-party headers should also be followed by an empty line for separation."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:155
#: ../../docs/contributing/development/code_style_guidelines.rst:165
msgid "Godot and third-party headers should be included in the file that requires them, i.e. in the `.h` header if used in the declarative code or in the `.cpp` if used only in the imperative code."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:159
#: ../../docs/contributing/development/code_style_guidelines.rst:169
msgid "Example:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:247
#: ../../docs/contributing/development/code_style_guidelines.rst:257
msgid "Java"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:249
#: ../../docs/contributing/development/code_style_guidelines.rst:259
msgid "Godot's Java code (mostly in ``platform/android``) is also enforced via ``clang-format``, so see the instructions above to set it up. Keep in mind that this style guide only applies to code written and maintained by Godot, not third-party code such as the ``java/src/com/google`` subfolder."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:255
#: ../../docs/contributing/development/code_style_guidelines.rst:265
msgid "Python"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:257
#: ../../docs/contributing/development/code_style_guidelines.rst:267
msgid "Godot's SCons buildsystem is written in Python, and various scripts included in the source tree are also using Python."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:260
msgid "For those, we follow the `Black style guide <https://github.com/psf/black#the-black-code-style>`__. Blacken your Python changes using `Black <https://pypi.org/project/black/>`__."
#: ../../docs/contributing/development/code_style_guidelines.rst:270
msgid "For those, we use the `Ruff linter and code formatter <https://docs.astral.sh/ruff/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:264
msgid "Using black locally"
#: ../../docs/contributing/development/code_style_guidelines.rst:273
msgid "Using ruff locally"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:266
msgid "First of all, you will need to install Black. Black requires Python 3.7+ to run."
#: ../../docs/contributing/development/code_style_guidelines.rst:275
msgid "First of all, you will need to install Ruff. Ruff requires Python 3.7+ to run."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:271
msgid "Here's how to install black:"
#: ../../docs/contributing/development/code_style_guidelines.rst:280
msgid "Here's how to install ruff:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:278
msgid "You then have different possibilities to apply black to your changes:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:283
msgid "You can apply ``black`` manually to one or more files with the following command:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:290
msgid "``-l 120`` means that the allowed number of characters per line is 120. This number was agreed upon by the developers."
#: ../../docs/contributing/development/code_style_guidelines.rst:287
msgid "You then have different possibilities to apply ruff to your changes:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:292
msgid "You can apply ``ruff`` manually to one or more files with the following command:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:299
msgid "``-l 120`` means that the allowed number of characters per line is 120. This number was agreed upon by the developers."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:301
msgid "The path can point to several files, either one after the other or using wildcards like in a typical Unix shell."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:298
msgid "For ease of use, we provide a pre-commit hook for Git that will run black automatically on all your commits to check them, and let you apply its changes in the final commit."
#: ../../docs/contributing/development/code_style_guidelines.rst:308
msgid "For ease of use, we provide hooks for Git with the `pre-commit <https://pre-commit.com/>`__ Python framework that will run ``ruff`` automatically on all your commits with the correct version of ``ruff``. To set up:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:302
msgid "This \"hook\" is a script which can be found in ``misc/hooks``. Refer to that folder's ``README.md`` for installation instructions."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:307
#: ../../docs/contributing/development/code_style_guidelines.rst:330
msgid "Editor integration"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:309
msgid "Many IDEs or code editors have beautifier plugins that can be configured to run black automatically, for example, each time you save a file. For details, you can check `Black editor integration <https://github.com/psf/black#editor-integration>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:314
msgid "Comment style guide"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:316
msgid "This comment style guide applies to all programming languages used within Godot's codebase."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:319
msgid "Begin comments with a space character to distinguish them from disabled code."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:320
msgid "Use sentence case for comments. Begin comments with an uppercase character and always end them with a period."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:322
msgid "Reference variable/function names and values using backticks."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:323
msgid "Wrap comments to ~100 characters."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:324
msgid "You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as admonitions when needed."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:327
#: ../../docs/contributing/development/code_style_guidelines.rst:350
msgid "**Example:**"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:335
msgid "Don't repeat what the code says in a comment. Explain the *why* rather than *how*."
#: ../../docs/contributing/development/code_style_guidelines.rst:332
msgid "Many IDEs or code editors have beautifier plugins that can be configured to run ruff automatically, for example, each time you save a file. For details, you can check `Ruff Integrations <https://docs.astral.sh/ruff/integrations/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:337
msgid "Comment style guide"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:339
msgid "This comment style guide applies to all programming languages used within Godot's codebase."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:342
msgid "Begin comments with a space character to distinguish them from disabled code."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:343
msgid "Use sentence case for comments. Begin comments with an uppercase character and always end them with a period."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:345
msgid "Reference variable/function names and values using backticks."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:346
msgid "Wrap comments to ~100 characters."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:347
msgid "You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as admonitions when needed."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:350
#: ../../docs/contributing/development/code_style_guidelines.rst:373
msgid "**Example:**"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:358
msgid "Don't repeat what the code says in a comment. Explain the *why* rather than *how*."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:360
msgid "**Bad:**"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:344
#: ../../docs/contributing/development/code_style_guidelines.rst:367
msgid "You can use Javadoc-style comments above function or macro definitions. It's recommended to use Javadoc-style comments *only* for methods which are not exposed to scripting. This is because exposed methods should be documented in the :ref:`class reference XML <doc_updating_the_class_reference>` instead."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:362
#: ../../docs/contributing/development/code_style_guidelines.rst:385
msgid "For member variables, don't use Javadoc-style comments but use single-line comments instead:"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,7 +49,7 @@ msgid "`Python 3.6+ <https://www.python.org/downloads/>`_."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:30
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:31
@@ -60,12 +60,12 @@ msgstr ""
msgid "Required SDK components will be automatically installed."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:36
msgid "On Linux,"
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:35
msgid "On Linux, **do not use an Android SDK provided by your distribution's repositories** as it will often be outdated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:36
msgid "**do not use an Android SDK provided by your distribution's repositories as it will often be outdated**."
msgid "On macOS, **do not use an Android SDK provided by Homebrew** as it will not be installed in a unified location."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:38
@@ -97,206 +97,222 @@ msgid "Set the environment variable ``ANDROID_HOME`` to point to the Android SDK
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:58
msgid "Windows: Press :kbd:`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/contributing/development/compiling/compiling_for_android.rst:62
msgid "Linux or macOS: Add the text ``export ANDROID_HOME=\"/path/to/android-sdk\"`` to your ``.bashrc`` or ``.zshrc`` where ``/path/to/android-sdk`` points to the root of the SDK directories."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:66
msgid "Install the necessary SDK components in this folder:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:60
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:68
msgid "Accept the SDK component licenses by running the following command where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:67
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:75
msgid "Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:73
msgid "To set the environment variable on Windows, press :kbd:`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."
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:81
msgid "After setting up the SDK and environment variables, be sure to **restart your terminal** to apply the changes. If you are using an IDE with an integrated terminal, you need to restart the IDE."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:77
msgid "To set the environment variable on Linux or macOS, use ``export ANDROID_HOME=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to the root of the SDK directories."
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:85
msgid "Run ``scons platform=android``. If this fails, go back and check the steps. If you completed the setup correctly, the NDK will begin downloading. If you are trying to compile GDExtension, you need to first compile the engine to download the NDK, then you can compile GDExtension."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:82
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:91
msgid "Building the export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:84
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."
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:93
msgid "Godot needs two export templates for Android: the optimized \"release\" template (``android_release.apk``) and the debug template (``android_debug.apk``). As Google requires all APKs to include ARMv8 (64-bit) libraries since August 2019, the commands below build an APK containing both ARMv7 and ARMv8 libraries."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:90
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:98
msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:93
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:101
msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:106
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:110
msgid "If you are changing the list of architectures you're building, remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that an APK file is generated after the build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:114
msgid "The resulting APK will be located at ``bin/android_release.apk``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:108
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:116
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:121
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:123
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:125
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:127
msgid "If you want to enable Vulkan validation layers, see :ref:`Vulkan validation layers on Android <doc_vulkan_validation_layers_android>`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:129
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:131
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:131
msgid "If you also want to include support for x86 and x86-64 devices, run the SCons command a third and fourth time with the ``arch=x86_32``, and ``arch=x86_64`` arguments before building the APK with Gradle. For example, for the release template:"
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:133
msgid "If you also want to include support for x86 and x86_64 devices, run the SCons command a third and fourth time with the ``arch=x86_32``, and ``arch=x86_64`` arguments before building the APK with Gradle. For example, for the release template:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:149
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:145
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/contributing/development/compiling/compiling_for_android.rst:155
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:151
msgid "Cleaning the generated export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:157
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:153
msgid "You can use the following commands to remove the generated export templates:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:169
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:165
msgid "Using the export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:171
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:167
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/contributing/development/compiling/compiling_for_android.rst:176
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:172
msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:180
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:176
msgid "Installing the templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:182
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:178
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/contributing/development/compiling/compiling_for_android.rst:186
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:182
msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\<version>\\``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:187
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:183
msgid "Linux: ``$HOME/.local/share/godot/export_templates/<version>/``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:188
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:184
msgid "macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:190
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/contributing/development/compiling/compiling_for_android.rst:186
msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:197
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:193
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/contributing/development/compiling/compiling_for_android.rst:203
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:199
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/contributing/development/compiling/compiling_for_android.rst:209
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:205
msgid "Building the Godot editor"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:211
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:207
msgid "Compiling the editor is done by calling SCons from the Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:227
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:217
msgid "You can skip certain architectures depending on your target device to speed up compilation. Remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that an APK file is generated after the build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:221
msgid "The resulting APK will be located at ``bin/android_editor_builds/android_editor-release.apk``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:230
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:224
msgid "Removing the Editor templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:232
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:226
msgid "You can use the following commands to remove the generated editor templates:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:243
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:237
msgid "Installing the Godot editor"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:245
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:239
msgid "With an Android device with Developer Options enabled, connect the Android device to your computer via its charging cable to a USB/USB-C port. Open up a Terminal/Command Prompt and run the following commands from the root directory with the following arguments:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:253
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:247
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:256
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:250
msgid "Platform doesn't appear in SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:258
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:252
msgid "Double-check that you've set the ``ANDROID_HOME`` environment variable. This is required for the platform to appear in SCons' list of detected platforms. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>` for more information."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:265
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:259
msgid "Application not installed"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:267
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:261
msgid "Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:270
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:264
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:271
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:265
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:273
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:267
msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:279
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:273
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/contributing/development/compiling/compiling_for_android.rst:284
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:278
msgid "Application exits immediately"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:286
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:280
msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:289
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:283
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/contributing/development/compiling/compiling_for_android.rst:291
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:285
msgid "``libgodot_android.so`` is not in ``libs/<arch>/`` where ``<arch>`` is the device's architecture."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:293
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:287
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/contributing/development/compiling/compiling_for_android.rst:297
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:291
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,78 +33,86 @@ msgid "`Python 3.6+ <https://www.python.org/downloads/macos/>`_."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:17
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:18
msgid "`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:20
msgid "If you are building the ``master`` branch:"
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:22
msgid "`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:19
msgid "Launch Xcode once and install iOS support. If you have already launched Xcode and need to install iOS support, go to *Xcode -> Settings... -> Platforms*."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:21
msgid "Go to *Xcode -> Settings... -> Locations -> Command Line Tools* and select an installed version. Even if one is already selected, re-select it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:24
msgid "If you are building the ``master`` branch:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:26
msgid "Download and follow README instructions to build a static ``.xcframework`` from the `MoltenVK SDK <https://github.com/KhronosGroup/MoltenVK#fetching-moltenvk-source-code>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:25
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:29
msgid "If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install SCons using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:30
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:34
msgid "Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:33
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:37
msgid "Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, you can easily install SCons using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:39
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:43
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:42
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:46
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:46
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:50
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:48
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:52
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:54
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:58
msgid "for a debug build, or:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:60
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:64
msgid "for a release build (check ``platform/ios/detect.py`` for the compiler flags used for each configuration)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:63
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:67
msgid "Alternatively, you can run"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:70
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:74
msgid "for a Simulator libraries."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:72
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:76
msgid "To create an Xcode project like in the official builds, you need to use the template located in ``misc/dist/ios_xcode``. The release and debug libraries should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.release.xcframework`` respectively."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:86
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:90
msgid "The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode`` folder once it has been created."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:90
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:94
msgid "Run"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:92
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:96
msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,139 +33,139 @@ msgid "For compiling under Linux or other Unix variants, the following is requir
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:19
msgid "GCC 7+ or Clang 6+."
msgid "GCC 9+ or Clang 6+."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:21
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:20
msgid "`Python 3.6+ <https://www.python.org/downloads/>`_."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:23
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:21
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:27
msgid "If your distribution uses Python 2 by default, or you are using a version of SCons prior to 3.1.2, you will need to change the version of Python that SCons uses by changing the shebang (the first line) of the SCons script file to ``#! /usr/bin/python3``. Use the command ``which scons`` to find the location of the SCons script file."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:32
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:22
msgid "pkg-config (used to detect the development libraries listed below)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:33
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:23
msgid "Development libraries:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:35
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:25
msgid "X11, Xcursor, Xinerama, Xi and XRandR."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:36
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:26
msgid "Wayland and wayland-scanner."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:27
msgid "Mesa."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:37
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:28
msgid "ALSA."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:38
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:29
msgid "PulseAudio."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:40
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:31
msgid "*Optional* - libudev (build with ``udev=yes``)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:44
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:35
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:46
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:37
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:51
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:42
msgid "Distro-specific one-liners"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:55
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:46
msgid "Alpine Linux"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:74
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:65
msgid "Arch Linux"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:92
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:84
msgid "Debian/Ubuntu"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:112
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:105
msgid "Fedora"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:133
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:127
msgid "FreeBSD"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:149
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:143
msgid "Gentoo"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:165
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:160
msgid "Mageia"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:182
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:178
msgid "NetBSD"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:192
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:188
msgid "For audio support, you can optionally install ``pulseaudio``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:194
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:190
msgid "OpenBSD"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:203
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:199
msgid "openSUSE"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:222
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:219
msgid "Solus"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:239
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:237
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:241
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:239
msgid "Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:249
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:247
msgid "Prior to Godot 4.0, the Linux/\\*BSD target was called ``x11`` instead of ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the `3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:253
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:251
msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:260
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:258
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:266
msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:264
msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build. For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:269
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons options ``target=template_release production=yes``."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:268
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:273
msgid "If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons option ``lto=full``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling."
msgid "LTO takes some time to run and requires about 7 GB of available RAM while compiling. If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` for a lightweight but less effective form of LTO."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:278
@@ -224,155 +224,155 @@ msgstr ""
msgid "and named like this (even for \\*BSD which is seen as \"Linux/X11\" by Godot):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:352
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:356
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:358
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:362
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:363
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:367
msgid "Using Clang and LLD for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:365
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:369
msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:368
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:372
msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:370
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:374
msgid "Clang tends to give more useful error messages compared to GCC."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:372
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:376
msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:377
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:381
msgid "After the build is completed, a new binary with a ``.llvm`` suffix will be created in the ``bin/`` folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:380
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:384
msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:383
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:387
msgid "If this error occurs::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:387
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:391
msgid "There are two solutions:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:389
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:393
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:390
msgid "Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the latest ``libatomic_ops`` will be used without the need to copy it everytime when it is updated."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:394
msgid "Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:396
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:400
msgid "Using mold for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:398
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:402
msgid "For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__. mold can be used with either GCC or Clang."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:401
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:405
msgid "As of January 2023, mold is not readily available in Linux distribution repositories, so you will have to install its binaries manually."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:404
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:408
msgid "Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:405
msgid "Extract the ``.tar.gz`` file, then move the extraced folder to a location such as ``.local/share/mold``."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:409
msgid "Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:406
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:410
msgid "Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:413
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:417
msgid "Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use the following SCons command when compiling Godot::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:419
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:423
msgid "Using system libraries for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:421
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:425
msgid "`Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__ You can choose to use system versions of third-party libraries instead. This makes the Godot binary faster to link, as third-party libraries are dynamically linked. Therefore, they don't need to be statically linked every time you build the engine (even on small incremental changes)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:427
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:431
msgid "However, not all Linux distributions have packages for third-party libraries available (or they may not be up-to-date)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:430
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:434
msgid "Moving to system libraries can reduce linking times by several seconds on slow CPUs, but it requires manual testing depending on your Linux distribution. Also, you may not be able to use system libraries for everything due to bugs in the system library packages (or in the build system, as this feature is less tested)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:436
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:440
msgid "To compile Godot with system libraries, install these dependencies *on top* of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:440
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:444
msgid "**Fedora**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:447
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:451
msgid "After installing all required packages, use the following command to build Godot:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:456
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:460
msgid "You can view a list of all built-in libraries that have system alternatives by running ``scons -h``, then looking for options starting with ``builtin_``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:461
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:465
msgid "When using system libraries, the resulting library is **not** portable across Linux distributions anymore. Do not use this approach for creating binaries you intend to distribute to others, unless you're creating a package for a Linux distribution."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:467
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:471
msgid "Using Pyston for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:469
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:473
msgid "You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a JIT-enabled implementation of the Python language (which SCons is written in). It is currently only compatible with Linux. Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD to get even faster builds."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:475
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:479
msgid "Download the `latest portable Pyston release <https://github.com/pyston/pyston/releases/latest>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:476
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:480
msgid "Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/opt/pyston/`` (create folders as needed)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:477
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:481
msgid "Use ``cd`` to reach the extracted Pyston folder from a terminal, then run ``./pyston -m pip install scons`` to install SCons within Pyston."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:479
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:483
msgid "To make SCons via Pyston easier to run, create a symbolic link of its wrapper script to a location in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:484
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:488
msgid "Instead of running ``scons <build arguments>``, run ``pyston-scons <build arguments>`` to compile Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:487
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:491
msgid "If you can't run ``pyston-scons`` after creating the symbolic link, make sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment variable."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:492
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:496
msgid "Alternatively, you can run ``python -m pip install pyston_lite_autoload`` then run SCons as usual. This will automatically load a subset of Pyston's optimizations in any Python program you run. However, this won't bring as much of a performance improvement compared to installing \"full\" Pyston."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgid "`Python 3.6+ <https://www.python.org/downloads/macos/>`_."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:19
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:20

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,7 +41,7 @@ msgid "`Python 3.6+ <https://www.python.org/>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:20
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`__ build system."
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`__ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:22
@@ -73,7 +73,7 @@ msgid "Open a terminal and navigate to the root directory of the engine source c
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:46
msgid "By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be built into the engine. Official export templates also have the JavaScript singleton enabled. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::"
msgid "By default, the :ref:`JavaScriptBridge singleton <doc_web_javascript_bridge>` will be built into the engine. Official export templates also have the JavaScript singleton enabled. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:54

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,258 +33,374 @@ msgid "For compiling under Windows, the following is required:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:18
msgid "`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, version 2017 or later. VS 2019 is recommended. **Make sure to read \"Installing Visual Studio caveats\" below or you will have to run/download the installer again.**"
msgid "`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, version 2019 or later. Visual Studio 2022 is recommended. **Make sure to enable C++ in the list of workflows to install.** If you've already installed Visual Studio without C++ support, run the installer again; it should present you a **Modify** button."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:22
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:23
msgid "`MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to Visual Studio. Be sure to install/configure it to use the ``posix`` thread model. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:25
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:26
msgid "`Python 3.6+ <https://www.python.org/downloads/windows/>`_. **Make sure to enable the option to add Python to the ``PATH`` in the installer.**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:27
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:28
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:31
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:32
msgid "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:36
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:37
msgid "If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:42
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:43
msgid "For each MSYS2 MinGW subsystem, you should then run `pip3 install scons` in its shell."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:45
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:46
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:48
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:49
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:52
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:53
msgid "Setting up SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:54
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:55
msgid "To install SCons, open the command prompt and run the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:58
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:59
msgid "If you are prompted with the message ``Defaulting to user installation because normal site-packages is not writeable``, you may have to run that command again using elevated permissions. Open a new command prompt as an Administrator then run the command again to ensure that SCons is available from the ``PATH``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:64
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:65
msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into a command prompt (``cmd.exe``)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:68
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:69
msgid "If the commands above don't work, make sure to add Python to your ``PATH`` environment variable after installing it, then check again. You can do so by running the Python installer again and enabling the option to add Python to the ``PATH``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:73
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:74
msgid "If SCons cannot detect your Visual Studio installation, it might be that your SCons version is too old. Update it to the latest version with ``python -m pip install --upgrade scons``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:80
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:82
msgid "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the list of workflows to install."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:85
msgid "If installing Visual Studio 2015, make sure to run a **Custom** installation instead of **Typical** and select **C++** as a language there."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:88
msgid "If you've already made the mistake of installing Visual Studio without C++ support, run the installer again; it should present you a **Modify** button. Running the installer from *Add/Remove Programs* will only give you a **Repair** option, which won't let you install C++ tools."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:94
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:81
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:96
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:83
msgid "Refer to :ref:`doc_getting_source` for detailed instructions."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:98
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:85
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:103
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:90
msgid "To prevent slowdowns caused by continuous virus scanning during compilation, add the Godot source folder to the list of exceptions in your antivirus software."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:107
msgid "For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Security\" then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left panel. Under **Virus & threat protection settings** click on **Mange Settings** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:94
msgid "For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Security\" then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left panel. Under **Virus & threat protection settings** click on **Manage Settings** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:114
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:101
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:117
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:104
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:119
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:106
msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd.exe`` or PowerShell instead."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:126
msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:115
msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use. This is particularly the case for the GDScript VM which performs much better with MinGW compared to MSVC. Therefore, it's recommended to use MinGW to produce builds that you distribute to players."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:132
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:123
msgid "All official Godot binaries are built in `custom containers <https://github.com/godotengine/build-containers>`__ using MinGW."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:128
msgid "Running SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:134
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:130
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:141
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:137
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:144
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:140
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``arch=x86_64`` or ``arch=x86_32``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:150
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:146
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:153
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=template_release``."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:149
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:157
msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``lto=full``. As link-time optimization is a memory-intensive process, this will require about 7 GB of available RAM while compiling."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:154
msgid "LTO takes some time to run and requires about 7 GB of available RAM while compiling. If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` for a lightweight but less effective form of LTO."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:162
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:159
msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:168
msgid "Development in Visual Studio"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:165
msgid "Compiling with support for Direct3D 12"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:167
msgid "By default, builds of Godot do not contain support for the Direct3D 12 graphics API."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:170
msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
msgid "To compile Godot with Direct3D 12 support you need at least the following:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:174
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:172
msgid "`The DirectX Shader Compiler <https://github.com/Microsoft/DirectXShaderCompiler/releases>`_. The zip folder will be named \"dxc\\_\" followed by the date of release. Download it anywhere, unzip it and remember the path to the unzipped folder, you will need it below."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:177
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:176
msgid "`godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_. We compile the Mesa libraries you will need into a static library. Download it anywhere, unzip it and remember the path to the unzipped folder, you will need it below."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:182
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:181
msgid "You can optionally build the godot-nir-static libraries yourself with the following steps:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:185
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:184
msgid "Install the Python package `mako <https://www.makotemplates.org>`_ which is needed to generate some files."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:186
msgid "Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_ directory and navigate to it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:188
msgid "Cross-compiling for Windows from other operating systems"
msgid "Run the following::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:190
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:194
msgid "If you are building with MinGW, add ``use_mingw=yes`` to the ``scons`` command, you can also specify build architecture using ``arch={architecture}``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:196
msgid "**Arch Linux**"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:197
msgid "Mesa static library should be built using the same compiler you are using for building Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:200
msgid "**Debian** / **Ubuntu**"
msgid "Optionally, you can compile with the following for additional features:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:204
msgid "**Fedora**"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:202
msgid "`PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning and debugging application for Direct3D12 applications. If you compile-in support for it, you can get much more detailed information through PIX that will help you optimize your game and troubleshoot graphics bugs. To use it, download the WinPixEventRuntime package. You will be taken to a NuGet package page where you can click \"Download package\" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:209
msgid "**macOS**"
msgid "`Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can be used to provide access to the latest Direct3D 12 features without relying on driver updates. To use it, download the latest Agility SDK package. You will be taken to a NuGet package page where you can click \"Download package\" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:213
msgid "**Mageia**"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:216
msgid "If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:219
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgid "If you want to use a PIX with MinGW build, navigate to PIX runtime directory and use the following commands to generate import library::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:225
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system::"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:230
msgid "When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:231
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:237
msgid "Or, with all options enabled:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:235
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:243
msgid "The build process will copy ``dxil.dll`` from the ``bin/<arch>/`` directory in the DXC folder to the Godot binary directory and the appropriate ``bin/<arch>`` file in the Godot binary directory. Direct3D 12-enabled Godot packages for distribution to end users must include the ``dxil.dll`` (and relevant folders if using multi-arch), both for the editor and games. At runtime, the renderer will try to load the DLL from the arch-specific folders, and will fall back to the same directory as the Godot executable if the appropriate arch isn't found."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:242
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:253
msgid "For the Agility SDK's DLLs you have to explicitly choose the kind of workflow. Single-arch is the default (DLLs copied to ``bin/``). If you pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/`` subdirectories and at runtime the right one will be loaded."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:250
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:254
msgid "You can change that configuration following those instructions, for 64-bit::"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:260
msgid "Compiling with ANGLE support"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:262
msgid "And for 32-bit::"
msgid "ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used to improve support for the Compatibility renderer on some older GPUs with outdated OpenGL drivers and on Windows for ARM."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270
msgid "Creating Windows export templates"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:266
msgid "By default, Godot is built with dynamically linked ANGLE, you can use it by placing ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:272
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:269
msgid "You can use dynamically linked ANGLE with export templates as well, rename aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` and place them alongside export template executables, and libraries will be automatically copied during the export process."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:282
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``):"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:274
msgid "To compile Godot with statically linked ANGLE:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:276
msgid "Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:277
msgid "When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:281
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:284
msgid "Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_ directory and navigate to it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:286
msgid "Run the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:290
msgid "With the following names::"
msgid "If you are buildng with MinGW, add ``use_mingw=yes`` to the command, you can also specify build architecture using ``arch={architecture}``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:293
msgid "ANGLE static library should be built using the same compiler you are using for building Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
msgid "Development in Visual Studio"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:299
msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:303
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:306
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:311
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:314
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:317
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:319
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:325
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:329
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:333
msgid "**Fedora**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:338
msgid "**macOS**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:342
msgid "**Mageia**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:348
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:354
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:360
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:364
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:371
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:377
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:379
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:383
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:391
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:399
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:401
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:411
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``4.2.1.stable`` or ``4.3.dev``):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:419
msgid "With the following names::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:430
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:436
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,7 +25,7 @@ msgid "Requirements"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:11
msgid "`.NET SDK 6.0+ <https://dotnet.microsoft.com/download>`_"
msgid "`.NET SDK 8.0+ <https://dotnet.microsoft.com/download>`_"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:13

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,47 +16,47 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/compiling/index.rst:2
#: ../../docs/contributing/development/compiling/index.rst:4
msgid "Building from source"
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:6
#: ../../docs/contributing/development/compiling/index.rst:8
msgid "Godot prides itself on being very easy to build, by C++ projects' standards. :ref:`Godot uses the SCons build system <doc_faq_why_scons>`, and after the initial setup compiling the engine for your current platform should be as easy as running::"
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:12
msgid "But you will probably need to use at least some of the available options to configure the build to match your specific needs, be it a custom engine fork, a lightweight build stripped of extra modules, or an executable targetting engine development."
#: ../../docs/contributing/development/compiling/index.rst:14
msgid "But you will probably need to use at least some of the available options to configure the build to match your specific needs, be it a custom engine fork, a lightweight build stripped of extra modules, or an executable targeting engine development."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:16
#: ../../docs/contributing/development/compiling/index.rst:18
msgid "The articles below should help you navigate configuration options available, as well as prerequisites required to compile Godot exactly the way you need."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:20
#: ../../docs/contributing/development/compiling/index.rst:22
msgid "Basics of building Godot"
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:22
#: ../../docs/contributing/development/compiling/index.rst:24
msgid "Let's start with basics, and learn how to get Godot's source code, and then which options to use to compile it regardless of your target platform."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:33
#: ../../docs/contributing/development/compiling/index.rst:35
msgid "Building for target platforms"
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:35
#: ../../docs/contributing/development/compiling/index.rst:37
msgid "Below you can find instructions for compiling the engine for your specific target platform. Note that Godot supports cross-compilation, which means you can compile it for a target platform that doesn't match your current platform (say, target Linux while being on Windows). The guides will try their best to cover all possible situations."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:53
#: ../../docs/contributing/development/compiling/index.rst:55
msgid "Other compilation targets and options"
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:55
#: ../../docs/contributing/development/compiling/index.rst:57
msgid "Some additional universal compilation options require further setup. Namely, while Godot does have C#/.NET support as a part of its main codebase, it does not get compiled by default to reduce the executable size for users who don't need C# for their projects."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:59
#: ../../docs/contributing/development/compiling/index.rst:61
msgid "Articles below explain how to configure the buildsystem for cases like this, and also cover some optimization techniques."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,11 +25,11 @@ msgid "Godot is a primarily C++ project and it :ref:`uses the SCons build system
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:15
msgid "This produces an *export template* for your current platform, operating system, and architecture. An export template is a build of the engine that is used for running exported projects. To build the *editor* instead you can run the following command::"
msgid "This produces an editor build for your current platform, operating system, and architecture. You can change what gets built by specifying a target, a platform, and/or an architecture. For example, to build an export template used for running exported games, you can run::"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:21
msgid "If you plan to debug or develop the engine, then you might want to add another option to the command::"
msgid "If you plan to debug or develop the engine, then you might want to enable the ``dev_build`` option to enable dev-only debugging code::"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:26
@@ -241,7 +241,7 @@ msgid "``optimize=none``: Do not perform any optimization. This provides the fas
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:238
msgid "``optimize=custom`` *(advanced users only)*: Do not pass optimization arguments to the C/C++ compilers. You will have to pass arguments manually using the ``CFLAGS``, ``CCFLAGS`` and ``CXXFLAGS`` SCons options."
msgid "``optimize=custom`` *(advanced users only)*: Do not pass optimization arguments to the C/C++ compilers. You will have to pass arguments manually using the ``cflags``, ``ccflags`` and ``cxxflags`` SCons options."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243
@@ -365,7 +365,7 @@ msgid "For the folders accelerated by this option, multiple ``.cpp`` files are c
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:400
msgid "To make a SCU build, use the ``scu_build=yes`` SCons option."
msgid "To perform an SCU build, use the ``scu_build=yes`` SCons option."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:402
@@ -384,15 +384,15 @@ msgstr ""
msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:440
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:454
msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:444
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:458
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:452
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:466
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for every target. Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,7 +49,7 @@ msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:80
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:96
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:133
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:151
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:156
msgid "**Difficulty:** Easy"
msgstr ""
@@ -122,8 +122,8 @@ msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:97
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:134
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:152
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:193
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:157
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:198
msgid "**Performed in official builds:** No"
msgstr ""
@@ -160,7 +160,7 @@ msgid "Disabling 3D"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:132
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:150
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:155
msgid "**Space savings:** Moderate"
msgstr ""
@@ -172,187 +172,191 @@ msgstr ""
msgid "Tools must be disabled in order to use this flag, as the editor is not designed to operate without 3D support. Without it, the binary size can be reduced by about 15%."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:148
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:149
msgid "Disabling 3D support also disables all navigation. This includes 2D navigation, as it uses the 3D navigation system internally."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:153
msgid "Disabling advanced GUI objects"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:154
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:159
msgid "Most small games don't require complex GUI controls such as Tree, ItemList, TextEdit or GraphEdit. They can be disabled using a build flag:"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:161
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:166
msgid "This is everything that will be disabled:"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:163
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:168
msgid "FileDialog"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:164
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:169
msgid "PopupMenu"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:165
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:170
msgid "Tree"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:166
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:171
msgid "TextEdit"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:167
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:172
msgid "CodeEdit"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:168
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:173
msgid "SyntaxHighlighter"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:169
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:174
msgid "CodeHighlighter"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:170
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:175
msgid "TreeItem"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:171
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:176
msgid "OptionButton"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:172
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:177
msgid "SpinBox"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:173
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:178
msgid "ColorPicker"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:174
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:179
msgid "ColorPickerButton"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:175
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:180
msgid "RichTextlabel"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:176
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:181
msgid "RichTextEffect"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:177
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:182
msgid "CharFXTransform"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:178
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:183
msgid "AcceptDialog"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:179
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:184
msgid "ConfirmationDialog"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:180
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:185
msgid "MarginContainer"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:181
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:186
msgid "SubViewportContainer"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:182
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:187
msgid "SplitContainer"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:183
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:188
msgid "HSplitContainer"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:184
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:189
msgid "VSplitContainer"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:185
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:190
msgid "GraphNode"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:186
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:191
msgid "GraphEdit"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:189
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:194
msgid "Disabling unwanted modules"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:191
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:196
msgid "**Space savings:** Very low to moderate depending on modules"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:192
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:197
msgid "**Difficulty:** Medium to hard depending on modules"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:195
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:200
msgid "A lot of Godot's functions are offered as modules. You can see a list of modules with the following command:"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:202
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:207
msgid "The list of modules that can be disabled will appear, together with all build options. If you are working on a simple 2D game, you could disable a lot of them:"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:210
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:215
msgid "If this proves not to work for your use case, you should review the list of modules and see which ones you actually still need for your game (e.g. you might want to keep networking-related modules, regex support, ``minimp3``/``ogg``/``vorbis`` to play music, or ``theora`` to play videos)."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:215
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:220
msgid "Alternatively, you can supply a list of disabled modules by creating ``custom.py`` at the root of the source, with the contents similar to the following:"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:260
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:265
msgid ":ref:`doc_overriding_build_options`."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:263
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:268
msgid "Optimizing the distribution of your project"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:266
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:271
msgid "Desktop"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:270
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:275
msgid "This section is only relevant when distributing the files on a desktop platform that doesn't perform its own compression or packing. As such, this advice is relevant when you distribute ZIP archives on itch.io or GitHub Releases."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:275
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:280
msgid "Platforms like Steam already apply their own compression scheme, so you don't need to create a ZIP archive to distribute files in the first place."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:278
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:283
msgid "As an aside, you can look into optimizing the distribution of your project itself. This can be done even without recompiling the export template."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:281
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:286
msgid "`7-Zip <https://7-zip.org/>`__ can be used to create ZIP archives that are more efficient than usual, while remaining compatible with every ZIP extractor (including Windows' own built-in extractor). ZIP size reduction in a large project can reach dozens of megabytes compared to a typical ZIP compressor, although average savings are in the 1-5 MB range. Creating this ZIP archive will take longer than usual, but it will extract just as fast as any other ZIP archive."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:289
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:294
msgid "When using the 7-Zip GUI, this is done by creating a ZIP archive with the Ultra compression mode. When using the command line, this is done using the following command:"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:298
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:303
msgid "Web"
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:300
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:305
msgid "Enabling gzip or Brotli compression for all file types from the web export (especially the ``.wasm`` and ``.pck``) can reduce the download size significantly, leading to faster loading times, especially on slow connections."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:304
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:309
msgid "Creating precompressed gzip or Brotli files with a high compression level can be even more efficient, as long as the web server is configured to serve those files when they exist. When supported, Brotli should be preferred over gzip as it has a greater potential for file size reduction."
msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:309
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:314
msgid "See :ref:`doc_exporting_for_web_serving_the_files` for instructions."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,23 +16,23 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/configuring_an_ide/index.rst:4
#: ../../docs/contributing/development/configuring_an_ide/index.rst:6
msgid "Configuring an IDE"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/index.rst:6
#: ../../docs/contributing/development/configuring_an_ide/index.rst:8
msgid "We assume that you have already `cloned <https://github.com/godotengine/godot>`_ and :ref:`compiled <toc-devel-compiling>` Godot."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/index.rst:9
#: ../../docs/contributing/development/configuring_an_ide/index.rst:11
msgid "You can easily develop Godot with any text editor and by invoking ``scons`` on the command line, but if you want to work with an IDE (Integrated Development Environment), here are setup instructions for some popular ones:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/index.rst:27
#: ../../docs/contributing/development/configuring_an_ide/index.rst:29
msgid "It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/index.rst:29
#: ../../docs/contributing/development/configuring_an_ide/index.rst:31
msgid "If your editor supports the `language server protocol <https://microsoft.github.io/language-server-protocol/>`__, you can use `clangd <https://clangd.llvm.org>`__ for completion, diagnostics, and more. You can generate a compilation database for use with clangd one of two ways:"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -92,31 +92,75 @@ msgstr ""
msgid "Within the ``launch.json`` file find the ``\"configurations\"`` array and add a new section to it:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:142
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:146
msgid "An example of a filled out ``launch.json``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:147
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:151
msgid "Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is installed."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:151
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:155
msgid "If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration)."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:153
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:157
msgid "Do note that lldb may work better with LLVM-based builds. See :ref:`doc_compiling_for_linuxbsd` for further information."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:155
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:159
msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with ``target=editor`` and ``dev_build=yes``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:159
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:164
msgid "Configuring Intellisense"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:166
msgid "For the C/C++ extension:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:168
msgid "To fix include errors you may be having, you need to configure some settings in the ``c_cpp_properties.json`` file."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:170
msgid "First, make sure to build the project since some files need to be generated."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:172
msgid "Edit the C/C++ Configuration file either with the UI or with text:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:177
msgid "Add an include path for your platform, for example, ``${workspaceFolder}/platform/windows``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:179
msgid "Add defines for the editor ``TOOLS_ENABLED``, debug builds ``DEBUG_ENABLED``, and tests ``TESTS_ENABLED``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:181
msgid "Make sure the compiler path is configured correctly to the compiler you are using. See :ref:`doc_introduction_to_the_buildsystem` for further information on your platform."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:183
msgid "The ``c_cpp_properties.json`` file should look similar to this for Windows:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:213
msgid "Alternatively, you can use the scons argument ``compiledb=yes`` and set the compile commands setting ``compileCommands`` to ``compile_commands.json``, found in the advanced section of the C/C++ Configuration UI."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:215
msgid "This argument can be added to your build task in ``tasks.json`` since it will need to be run whenever files are added or moved."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:217
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:164
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:222
msgid "To get linting on class reference XML files, install the `vscode-xml extension <https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml>`__."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,7 +53,7 @@ msgid "These files should contain the following:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/binding_to_external_libraries.rst:112
msgid "Next, you need to create a ``SCsub`` file so the build system compiles this module:"
msgid "Next, you need to create an ``SCsub`` file so the build system compiles this module:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/binding_to_external_libraries.rst:124

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -93,7 +93,7 @@ msgid "These files should contain the following:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_modules_in_cpp.rst:151
msgid "Next, we need to create a ``SCsub`` file so the build system compiles this module:"
msgid "Next, we need to create an ``SCsub`` file so the build system compiles this module:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_modules_in_cpp.rst:162

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,27 +16,27 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/core_and_modules/index.rst:2
#: ../../docs/contributing/development/core_and_modules/index.rst:4
msgid "Engine core and modules"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:4
#: ../../docs/contributing/development/core_and_modules/index.rst:6
msgid "The following pages are meant to introduce the global organization of Godot Engine's source code, and give useful tips for extending and fixing the engine on the C++ side."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:8
#: ../../docs/contributing/development/core_and_modules/index.rst:10
msgid "Getting started with Godot's source code"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:10
#: ../../docs/contributing/development/core_and_modules/index.rst:12
msgid "This section covers the basics that you will encounter in (almost) every source file."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:26
#: ../../docs/contributing/development/core_and_modules/index.rst:29
msgid "Extending Godot by modifying its source code"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:28
#: ../../docs/contributing/development/core_and_modules/index.rst:31
msgid "This section covers what you can do by modifying Godot's C++ source code."
msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,45 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-present 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.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:4
msgid "Scripting development"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:7
msgid "GDScript"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:10
msgid "Annotation guidelines"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:16
msgid "Create annotations for modifiers that act on the script or its code. Additionally, create annotations for behavior that is specific to the Godot engine and editor; if the primary purpose is to affect the way that the engine or editor treats or interacts with the script, implement the token as an annotation."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:22
msgid "Do not create annotations for general programming language features."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:35
msgid "For historical reasons, some existing annotations and keywords do not strictly follow these guidelines. Choosing between implementing a feature as an annotation or as a language keyword is a nuanced decision that should be made through discussion with other GDScript developers."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -282,7 +282,7 @@ msgid "Fails the test immediately. Can be wrapped in conditionals for complex ch
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:204
msgid "Different reporters can be chosen at run-time. For instance, here's how the output can be redirected to a XML file:"
msgid "Different reporters can be chosen at run-time. For instance, here's how the output can be redirected to an XML file:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:213

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,35 +16,35 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/debugging/index.rst:2
#: ../../docs/contributing/development/debugging/index.rst:4
msgid "Debugging and profiling"
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:4
#: ../../docs/contributing/development/debugging/index.rst:6
msgid "This section contains pages that provide guidance if you're looking at the engine code trying to find an underlying issue or an optimization possibility."
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:17
#: ../../docs/contributing/development/debugging/index.rst:19
msgid "Debugging the editor"
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:19
#: ../../docs/contributing/development/debugging/index.rst:21
msgid "When working on the Godot editor keep in mind that by default the executable will start in the Project Manager mode. Opening a project from the Project Manager spawns a new process, which stops the debugging session. To avoid that you should launch directly into the project using ``-e`` and ``--path`` launch options."
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:25
#: ../../docs/contributing/development/debugging/index.rst:27
msgid "For example, using ``gdb`` directly, you may do this:"
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:32
#: ../../docs/contributing/development/debugging/index.rst:34
msgid "You can also run the editor directly from your project's folder. In that case, only the ``-e`` option is required."
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:41
#: ../../docs/contributing/development/debugging/index.rst:43
msgid "You can learn more about these launch options and other command line arguments in the :ref:`command line tutorial <doc_command_line_tutorial>`."
msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:44
#: ../../docs/contributing/development/debugging/index.rst:46
msgid "If you're using a code editor or an IDE to debug Godot, check out our :ref:`configuration guides <doc_configuring_an_ide>`, which cover the setup process for building and debugging with your particular editor."
msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,7 +16,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/debugging/vulkan/index.rst:2
#: ../../docs/contributing/development/debugging/vulkan/index.rst:4
msgid "Vulkan"
msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,7 +16,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/editor/index.rst:2
#: ../../docs/contributing/development/editor/index.rst:4
msgid "Editor development"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,7 +16,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/file_formats/index.rst:2
#: ../../docs/contributing/development/file_formats/index.rst:4
msgid "Godot file formats"
msgstr ""

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@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -83,7 +83,7 @@ msgid "The file descriptor looks like ``[gd_scene load_steps=4 format=3 uid=\"ui
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:57
msgid "``uid`` is an unique string-based identifier representing the scene. This is used by the engine to track files that are moved around, even while the editor is closed. Scripts can also load UID-based resources using the ``uid://`` path prefix to avoid relying on filesystem paths. This makes it possible to move around a file in the project, but still be able to load it in scripts without having to modify the script. Godot does not use external files to keep track of IDs, which means no central metadata storage location is required within the project. See `this pull request <https://github.com/godotengine/godot/pull/50786>`__ for detailed information."
msgid "``uid`` is a unique string-based identifier representing the scene. This is used by the engine to track files that are moved around, even while the editor is closed. Scripts can also load UID-based resources using the ``uid://`` path prefix to avoid relying on filesystem paths. This makes it possible to move around a file in the project, but still be able to load it in scripts without having to modify the script. Godot does not use external files to keep track of IDs, which means no central metadata storage location is required within the project. See `this pull request <https://github.com/godotengine/godot/pull/50786>`__ for detailed information."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:67
@@ -159,7 +159,7 @@ msgid "The first node in the file, which is also the scene root, must **not** ha
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:130
msgid "To make the file structure easier to grasp, you can saving a file with any given node or resource then inspect it yourself in an external editor. You can also make incremental changes in the Godot editor, and keep an external text editor open on the ``.tscn`` or ``.tres`` file with auto-reload enabled to see what changes."
msgid "To make the file structure easier to grasp, you can save a file with any given node or resource and then inspect it yourself in an external editor. You can also make incremental changes in the Godot editor, and keep an external text editor open on the ``.tscn`` or ``.tres`` file with auto-reload enabled to see what changes."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:136
@@ -263,7 +263,7 @@ msgid "For example, to refer to the resource ``[ext_resource type=\"Material\" u
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:281
msgid "External resources are links to resources not contained within the TSCN file itself. An external resource consists of a path, a type, an UID (used to map its filesystem location to an unique identifier) and an ID (used to refer to the resource in the scene file)."
msgid "External resources are links to resources not contained within the TSCN file itself. An external resource consists of a path, a type, a UID (used to map its filesystem location to a unique identifier) and an ID (used to refer to the resource in the scene file)."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:286
@@ -295,134 +295,134 @@ msgid "An ArrayMesh consists of several surfaces contained in the ``_surfaces``
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:330
msgid "``aabb``: The computed axis-aligned bounding box for visibility. ``Mesh.PrimitiveType`` Godot enum. ``0`` = points, ``1`` = lines, ``2`` = line strip, ``3`` = triangles (most common), ``4`` = triangle strip."
msgid "``aabb``: The computed axis-aligned bounding box for visibility."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:333
#: ../../docs/contributing/development/file_formats/tscn.rst:331
msgid "``attribute_data``: Vertex attribute data, such as normals, tangents, vertex colors, UV1, UV2 and custom vertex data."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:335
#: ../../docs/contributing/development/file_formats/tscn.rst:333
msgid "``bone_aabbs``: The axis-aligned bounding box of each bone for visibility."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:336
#: ../../docs/contributing/development/file_formats/tscn.rst:334
msgid "``format``: The surface's buffer format."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:337
#: ../../docs/contributing/development/file_formats/tscn.rst:335
msgid "``index_count``: The number of indices in the surface. This must match ``index_data``'s size."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:339
#: ../../docs/contributing/development/file_formats/tscn.rst:337
msgid "``index_data``: The index data, which determines which vertices from ``vertex_data`` are drawn."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:341
#: ../../docs/contributing/development/file_formats/tscn.rst:339
msgid "``lods``: Level of detail variations, stored as an array. Each LOD level represents two values in the array. The first value is the percentage of screen space the LOD level is most suited for (edge length); the second value is the list of indices that should be drawn for the given LOD level."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:345
#: ../../docs/contributing/development/file_formats/tscn.rst:343
msgid "``material``: The material used when drawing the surface."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:346
#: ../../docs/contributing/development/file_formats/tscn.rst:344
msgid "``name``: The surface's name. This can be used in scripts and is imported from 3D DCCs."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:348
msgid "``primitive``: The surface's primitive type, matching the"
#: ../../docs/contributing/development/file_formats/tscn.rst:346
msgid "``primitive``: The surface's primitive type, matching the ``Mesh.PrimitiveType`` Godot enum. ``0`` = points, ``1`` = lines, ``2`` = line strip, ``3`` = triangles (most common), ``4`` = triangle strip."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:349
#: ../../docs/contributing/development/file_formats/tscn.rst:348
msgid "``skin_data``: Bone weight data."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:350
#: ../../docs/contributing/development/file_formats/tscn.rst:349
msgid "``vertex_count``: Number of vertices in the surface. This must match ``vertex_data``'s size."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:351
#: ../../docs/contributing/development/file_formats/tscn.rst:350
msgid "``vertex_data``: The vertex position data."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:353
#: ../../docs/contributing/development/file_formats/tscn.rst:352
msgid "Here's an example of an ArrayMesh saved to its own ``.tres`` file. Some fields were shortened with ``...`` for brevity:"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:383
#: ../../docs/contributing/development/file_formats/tscn.rst:382
msgid "Animation"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:385
#: ../../docs/contributing/development/file_formats/tscn.rst:384
msgid "Each animation has the following properties:"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:387
#: ../../docs/contributing/development/file_formats/tscn.rst:386
msgid "``length``: The animation's length in seconds. Note that keyframes may be placed outside the ``[0; length]`` interval, but they may have no effect depending on the interpolation mode chosen."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:390
#: ../../docs/contributing/development/file_formats/tscn.rst:389
msgid "``loop_mode``: ``0`` = no looping, ``1`` = wrap-around looping, ``2`` = clamped looping."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:392
#: ../../docs/contributing/development/file_formats/tscn.rst:391
msgid "``step``: The step size to use when editing this animation in the editor. This is only used in the editor; it doesn't affect animation playback in any way."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:395
#: ../../docs/contributing/development/file_formats/tscn.rst:394
msgid "Each track is described by a list of key-value pairs in the format ``tracks/<id>/<attribute>``. Each track includes:"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:398
#: ../../docs/contributing/development/file_formats/tscn.rst:397
msgid "``type``: The track's type. This defines what kind of properties may be animated by this track, and how it'll be exposed to the user in the editor. Valid types are ``value`` (generic property track), ``position_3d``, ``rotation_3d``, ``scale_3d``, ``blend_shape`` (optimized 3D animation tracks), ``method`` (method call tracks), ``bezier`` (Bezier curve tracks), ``audio`` (audio playback tracks), ``animation`` (tracks that play other animations)."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:405
#: ../../docs/contributing/development/file_formats/tscn.rst:404
msgid "``imported``: ``true`` if the track was created from an imported 3D scene, ``false`` if it was manually created by the user in the Godot editor or using a script."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:408
#: ../../docs/contributing/development/file_formats/tscn.rst:407
msgid "``enabled``: ``true`` if the track is effective, ``false`` if it was disabled in the editor."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:410
#: ../../docs/contributing/development/file_formats/tscn.rst:409
msgid "``path``: Path to the node property that will be affected by the track. The property is written after the node path with a ``:`` separator."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:412
#: ../../docs/contributing/development/file_formats/tscn.rst:411
msgid "``interp``: The interpolation mode to use. ``0`` = nearest, ``1`` = linear, ``2`` = cubic, ``3`` = linear angle, ``4`` = cubic angle."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:414
#: ../../docs/contributing/development/file_formats/tscn.rst:413
msgid "``loop_wrap``: ``true`` if the track is designed to wrap around when the animation is looping, ``false`` if the track clamps to the first/last keyframes."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:417
#: ../../docs/contributing/development/file_formats/tscn.rst:416
msgid "``keys``: The animation track's values. This attribute's structure depends on the ``type``."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:419
#: ../../docs/contributing/development/file_formats/tscn.rst:418
msgid "Here is a scene containing an AnimationPlayer that scales down a cube over time using a generic property track. The AnimationLibrary workflow was not used, so the animation library has an empty name (but the animation is still given a ``scale_down`` name). Note that the ``RESET`` track was not created in this AnimationPlayer for brevity:"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:465
#: ../../docs/contributing/development/file_formats/tscn.rst:464
msgid "For generic property ``value`` tracks, ``keys`` is a dictionary containing 3 arrays with positions in ``times`` (PackedFloat32Array), easing values in ``transitions`` (PackedFloat32Array) and values in ``values`` (Array). There is an additional ``update`` property, which is an integer with the values ``0`` = continuous, ``1`` = discrete, ``2`` = capture."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:471
#: ../../docs/contributing/development/file_formats/tscn.rst:470
msgid "Here is a second Animation resource that makes use of the 3D Position and 3D Rotation tracks. These tracks (in addition to the 3D Scale track) replace Transform tracks from Godot 3. They are optimized for fast playback and can optionally be compressed."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:476
#: ../../docs/contributing/development/file_formats/tscn.rst:475
msgid "The downside of these optimized track types is that they can't use custom easing values. Instead, all keyframes use linear interpolation. That said, you can still opt for using nearest or cubic interpolation for all keyframes in a given track by changing the track's interpolation mode."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:503
#: ../../docs/contributing/development/file_formats/tscn.rst:502
msgid "For 3D position, rotation and scale tracks, ``keys`` is a PackedFloat32Array with all values stored in a sequence."
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:506
#: ../../docs/contributing/development/file_formats/tscn.rst:505
msgid "In the visual guide below, ``T`` is the keyframe's time in seconds since the start of the animation, ``E`` is the keyframe's transition (currently always ``1``). For 3D position and scale tracks, ``X``, ``Y``, ``Z`` are the Vector3's coordinates. For 3D rotation tracks, ``X``, ``Y``, ``Z`` and ``W`` are the Quaternion's coordinates."
msgstr ""

View File

@@ -0,0 +1,81 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-present 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.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:4
msgid "Handling compatibility breakages"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:8
msgid "So you've added a new parameter to a method, changed the return type, changed the type of a parameter, or changed its default value, and now the automated testing is complaining about compatibility breakages?"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:12
msgid "Breaking compatibility should be avoided, but when necessary there are systems in place to handle this in a way that makes the transition as smooth as possible."
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:16
msgid "A practical example"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:20
msgid "These changes are taken from `pull request #88047 <https://github.com/godotengine/godot/pull/88047>`_, which added new pathing options to ``AStarGrid2D`` and other AStar classes. Among other changes, these methods were modified in ``core/math/a_star_grid_2d.h``:"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:29
msgid "To:"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:36
msgid "This meant adding new compatibility method bindings to the file, which should be in the ``protected`` section of the code, usually placed next to ``_bind_methods()``:"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:47
msgid "They should start with a ``_`` to indicate that they are internal, and end with ``_bind_compat_`` followed by the PR number that introduced the change (``88047`` in this example). These compatibility methods need to be implemented in a dedicated file, like ``core/math/a_star_grid_2d.compat.inc`` in this case:"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:102
msgid "Unless the change in compatibility is complex, the compatibility method should simply call the modified method directly, instead of duplicating that method. Make sure to match the default arguments for that method (in the example above this would be ``false``)."
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:105
msgid "This file should always be placed next to the original file, and have ``.compat.inc`` at the end instead of ``.cpp`` or ``.h``. Next, this should be included in the ``.cpp`` file we're adding compatibility methods to, so ``core/math/a_star_grid_2d.cpp``:"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:115
msgid "And finally, the changes reported by the API validation step should be added to the relevant validation file. Because this was done during the development of 4.3, this would be ``misc/extension_api_validation/4.2-stable.expected`` (including changes not shown in this example):"
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:133
msgid "The instructions for how to add to that file are at the top of the file itself."
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:135
msgid "If you get a \"Hash changed\" error for a method, it means that the compatibility binding is missing or incorrect. Such lines shouldn't be added to the ``.expected`` file, but fixed by binding the proper compatibility method."
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:138
msgid "And that's it! You might run into a bit more complicated cases, like rearranging arguments, changing return types, etc., but this covers the basic on how to use this system."
msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:141
msgid "For more information, see `pull request #76446 <https://github.com/godotengine/godot/pull/76446>`_."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,23 +16,23 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/development/index.rst:4
#: ../../docs/contributing/development/index.rst:6
msgid "Engine development"
msgstr ""
#: ../../docs/contributing/development/index.rst:6
#: ../../docs/contributing/development/index.rst:8
msgid "The guides below explain how to contribute to the engine's codebase. You will learn about best practices when working on solutions and features, the code style and the internal structure of the codebase, how to set up your working environment, and more."
msgstr ""
#: ../../docs/contributing/development/index.rst:10
#: ../../docs/contributing/development/index.rst:12
msgid "Be sure to also check the :ref:`workflow guidelines <doc_contributing_workflow>`, especially if you're new to using Git or GitHub."
msgstr ""
#: ../../docs/contributing/development/index.rst:22
#: ../../docs/contributing/development/index.rst:25
msgid "Buildsystem and work environment"
msgstr ""
#: ../../docs/contributing/development/index.rst:33
#: ../../docs/contributing/development/index.rst:36
msgid "Engine architecture"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -118,20 +118,17 @@ msgid "Whenever you link to a member of another class, you need to specify the c
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:138
#: ../../docs/contributing/documentation/class_reference_primer.rst:173
#: ../../docs/contributing/documentation/class_reference_primer.rst:195
#: ../../docs/contributing/documentation/class_reference_primer.rst:182
msgid "Tag and Description"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:138
#: ../../docs/contributing/documentation/class_reference_primer.rst:173
#: ../../docs/contributing/documentation/class_reference_primer.rst:195
#: ../../docs/contributing/documentation/class_reference_primer.rst:182
msgid "Example"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:138
#: ../../docs/contributing/documentation/class_reference_primer.rst:173
#: ../../docs/contributing/documentation/class_reference_primer.rst:195
#: ../../docs/contributing/documentation/class_reference_primer.rst:182
msgid "Result"
msgstr ""
@@ -160,11 +157,11 @@ msgid "Link to annotation"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:143
msgid "``See [annotation @GDScript.@export].``"
msgid "``See [annotation @GDScript.@rpc].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:143
msgid "See :ref:`@GDScript.@export <class_@GDScript_annotation_@export>`."
msgid "See :ref:`@GDScript.@rpc <class_@GDScript_annotation_@rpc>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
@@ -176,11 +173,11 @@ msgid "Link to constant"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:146
msgid "``See [constant @GlobalScope.KEY_F1].``"
msgid "``See [constant Color.RED].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:146
msgid "See :ref:`@GlobalScope.KEY_F1 <class_@GlobalScope_constant_KEY_F1>`."
msgid "See :ref:`Color.RED <class_Color_constant_RED>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
@@ -199,22 +196,6 @@ msgstr ""
msgid "See :ref:`Mesh.ArrayType <enum_Mesh_ArrayType>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[method Class.name]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Link to method"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:152
msgid "``Call [method Node3D.hide].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:152
msgid "Call :ref:`Node3D.hide() <class_Node3D_method_hide>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[member Class.name]``"
msgstr ""
@@ -223,14 +204,62 @@ msgstr ""
msgid "Link to member"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:155
#: ../../docs/contributing/documentation/class_reference_primer.rst:152
msgid "``Get [member Node2D.scale].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:155
#: ../../docs/contributing/documentation/class_reference_primer.rst:152
msgid "Get :ref:`Node2D.scale <class_Node2D_property_scale>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[method Class.name]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Link to method"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:155
msgid "``Call [method Node3D.hide].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:155
msgid "Call :ref:`Node3D.hide() <class_Node3D_method_hide>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[constructor Class.name]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Link to built-in constructor"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:158
msgid "``Use [constructor Color.Color].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:158
msgid "Use :ref:`Color.Color <class_Color_constructor_Color>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[operator Class.name]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Link to built-in operator"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:161
msgid "``Use [operator Color.operator *].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:161
msgid "Use :ref:`Color.operator * <class_Color_operator_mul_int>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[signal Class.name]``"
msgstr ""
@@ -239,11 +268,11 @@ msgstr ""
msgid "Link to signal"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:158
#: ../../docs/contributing/documentation/class_reference_primer.rst:164
msgid "``Emit [signal Node.renamed].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:158
#: ../../docs/contributing/documentation/class_reference_primer.rst:164
msgid "Emit :ref:`Node.renamed <class_Node_signal_renamed>`."
msgstr ""
@@ -255,20 +284,12 @@ msgstr ""
msgid "Link to theme item"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:161
#: ../../docs/contributing/documentation/class_reference_primer.rst:167
msgid "``See [theme_item Label.font].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:161
msgid "See :ref:`Label.font <class_Label_theme_font_font>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:167
msgid "Currently only :ref:`class_@GDScript` has annotations."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:170
msgid "Formatting text"
msgid "See :ref:`Label.font <class_Label_theme_font_font>`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
@@ -276,17 +297,25 @@ msgid "``[param name]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Formats a parameter name (as code)"
msgid "Parameter name (as code)"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:175
#: ../../docs/contributing/documentation/class_reference_primer.rst:170
msgid "``Takes [param size] for the size.``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:175
#: ../../docs/contributing/documentation/class_reference_primer.rst:170
msgid "Takes ``size`` for the size."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:176
msgid "Currently only :ref:`class_@GDScript` has annotations."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:179
msgid "Formatting text"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[br]``"
msgstr ""
@@ -311,6 +340,22 @@ msgstr ""
msgid "Line 2."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[lb]`` ``[rb]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[`` and ``]`` respectively"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:187
msgid "``[lb]b[rb]text[lb]/b[rb]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:187
msgid "[b]text[/b]"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[b]`` ``[/b]``"
msgstr ""
@@ -319,12 +364,12 @@ msgstr ""
msgid "Bold"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:181
msgid "``Some [b]bold[/b] text.``"
#: ../../docs/contributing/documentation/class_reference_primer.rst:190
msgid "``Do [b]not[/b] call this method.``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:181
msgid "Some **bold** text."
#: ../../docs/contributing/documentation/class_reference_primer.rst:190
msgid "Do **not** call this method."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
@@ -335,12 +380,72 @@ msgstr ""
msgid "Italic"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:184
msgid "``Some [i]italic[/i] text.``"
#: ../../docs/contributing/documentation/class_reference_primer.rst:193
msgid "``Returns the [i]global[/i] position.``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:184
msgid "Some *italic* text."
#: ../../docs/contributing/documentation/class_reference_primer.rst:193
msgid "Returns the *global* position."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[u]`` ``[/u]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Underline"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:196
msgid "``[u]Always[/u] use this method.``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[s]`` ``[/s]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Strikethrough"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:200
msgid "``[s]Outdated information.[/s]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[url]`` ``[/url]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Hyperlink"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[url]https://example.com[/url]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[url=https://example.com]Website[/url]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "https://example.com"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "`Website <https://example.com>`_"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[center]`` ``[/center]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Horizontal centering"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:207
msgid "``[center]2 + 2 = 4[/center]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
@@ -351,16 +456,12 @@ msgstr ""
msgid "Keyboard/mouse shortcut"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:187
msgid "``Some [kbd]Ctrl + C[/kbd] key.``"
#: ../../docs/contributing/documentation/class_reference_primer.rst:211
msgid "``Press [kbd]Ctrl + C[/kbd].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:187
msgid "Some :kbd:`Ctrl + C` key."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:192
msgid "Formatting code"
#: ../../docs/contributing/documentation/class_reference_primer.rst:211
msgid "Press :kbd:`Ctrl + C`."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
@@ -368,102 +469,111 @@ msgid "``[code]`` ``[/code]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Monospace"
msgid "Inline code fragment"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:197
msgid "``Some [code]monospace[/code] text.``"
#: ../../docs/contributing/documentation/class_reference_primer.rst:214
msgid "``Returns [code]true[/code].``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:197
msgid "Some ``monospace`` text."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[codeblock]`` ``[/codeblock]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Multiline preformatted block"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:200
#: ../../docs/contributing/documentation/class_reference_primer.rst:203
#: ../../docs/contributing/documentation/class_reference_primer.rst:206
#: ../../docs/contributing/documentation/class_reference_primer.rst:209
msgid "*See below.*"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[codeblocks]`` ``[/codeblocks]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "Codeblock for multiple languages"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[gdscript]`` ``[/gdscript]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "GDScript codeblock tab in codeblocks"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "``[csharp]`` ``[/csharp]``"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:0
msgid "C# codeblock tab in codeblocks"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:215
msgid "``[code]`` disables BBCode until the parser encounters ``[/code]``."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:216
msgid "``[codeblock]`` disables BBCode until the parser encounters ``[/codeblock]``."
#: ../../docs/contributing/documentation/class_reference_primer.rst:214
msgid "Returns ``true``."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:220
msgid "Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, always use **four spaces** for indentation. The parser will delete tabs."
msgid "Some supported tags like ``[color]`` and ``[font]`` are not listed here because they are not recommended in the engine documentation."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:223
msgid "For example:"
#: ../../docs/contributing/documentation/class_reference_primer.rst:221
msgid "``[kbd]`` disables BBCode until the parser encounters ``[/kbd]``."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:233
msgid "Will display as:"
#: ../../docs/contributing/documentation/class_reference_primer.rst:222
msgid "``[code]`` disables BBCode until the parser encounters ``[/code]``."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:225
msgid "Formatting code blocks"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:227
msgid "There are two options for formatting code blocks:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:229
msgid "Use ``[codeblock]`` if you want to add an example for a specific language."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:230
msgid "Use ``[codeblocks]``, ``[gdscript]``, and ``[csharp]`` if you want to add the same example for both languages, GDScript and C#."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:232
msgid "By default, ``[codeblock]`` highlights GDScript syntax. You can change it using the ``lang`` attribute. Currently supported options are:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:235
msgid "``[codeblock lang=text]`` disables syntax highlighting;"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:236
msgid "``[codeblock lang=gdscript]`` highlights GDScript syntax;"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:237
msgid "``[codeblock lang=csharp]`` highlights C# syntax (only in .NET version)."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:241
msgid "If you need to have different code version in GDScript and C#, use ``[codeblocks]`` instead. If you use ``[codeblocks]``, you also need to have at least one of the language-specific tags, ``[gdscript]`` and ``[csharp]``."
msgid "``[codeblock]`` disables BBCode until the parser encounters ``[/codeblock]``."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:245
msgid "Always write GDScript code examples first! You can use this `experimental code translation tool <https://github.com/HaSa1002/codetranslator>`_ to speed up your workflow."
msgid "Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, always use **four spaces** for indentation. The parser will delete tabs."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:248
msgid "For example:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:258
msgid "Will display as:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:266
msgid "If you need to have different code version in GDScript and C#, use ``[codeblocks]`` instead. If you use ``[codeblocks]``, you also need to have at least one of the language-specific tags, ``[gdscript]`` and ``[csharp]``."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:270
msgid "Always write GDScript code examples first! You can use this `experimental code translation tool <https://github.com/HaSa1002/codetranslator>`_ to speed up your workflow."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:291
msgid "The above will display as:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:283
#: ../../docs/contributing/documentation/class_reference_primer.rst:309
msgid "Formatting notes and warnings"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:311
msgid "To denote important information, add a paragraph starting with \"[b]Note:[/b]\" at the end of the description:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:290
#: ../../docs/contributing/documentation/class_reference_primer.rst:318
msgid "To denote crucial information that could cause security issues or loss of data if not followed carefully, add a paragraph starting with \"[b]Warning:[/b]\" at the end of the description:"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:298
msgid "For deprecated properties, add a paragraph starting with \"[i]Deprecated.[/i]\". Notice the use of italics instead of bold:"
#: ../../docs/contributing/documentation/class_reference_primer.rst:326
msgid "In all the paragraphs described above, make sure the punctuation is part of the BBCode tags for consistency."
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:305
msgid "In all the paragraphs described above, make sure the punctuation is part of the BBCode tags for consistency."
#: ../../docs/contributing/documentation/class_reference_primer.rst:330
msgid "Marking API as deprecated/experimental"
msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:332
msgid "To mark an API as deprecated or experimental, you need to add the corresponding XML attribute. The attribute value must be a message explaining why the API is not recommended (BBCode markup is supported) or an empty string (the default message will be used). If an API element is marked as deprecated/experimental, then it is considered documented even if the description is empty."
msgstr ""
#: ../../docs/<rst_epilog>:0

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,129 +17,205 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:4
msgid "Creating documentation images"
msgid "Creating documentation images and videos"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:6
msgid "Throughout documentation images are often needed to make the explanation of a feature or concept as clear as possible for a reader. This page will explain the process from beginning to end."
msgid "Throughout the documentation, images are often needed to make the explanation of a feature or concept as clear as possible for a reader. This page will explain the process from beginning to end."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:11
msgid "Images"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:14
msgid "Capturing an image"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:13
msgid "To take a picture of something in Godot a screen capture tool can be used."
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:16
msgid "To take a picture of something in Godot, a screen capture tool can be used."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:15
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:18
msgid "On Windows 10 and 11 that would be the Snip & Sketch program. Pressing :kbd:`Windows + Shift + S` lets you take a screenshot of a portion of the screen and save it to the clipboard. After pressing those keys, click and drag over the area you wish to take a picture of."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:21
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:24
msgid "On macOS, pressing :kbd:`Shift + Command + 3` does the same. To take a picture of the entire screen press :kbd:`Shift + Command + 4`. All screenshots taken will be saved to the desktop."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:25
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:28
msgid "Each Linux desktop environment has it's own screenshot tool. For example, on KDE Plasma the program Spectacle is used for taking screenshots. If your distribution doesn't come with one by default try searching its package repository, or Flathub if that's supported."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:30
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:33
msgid "All screenshots should ideally be taken on a 1080p screen. Anything higher resolution is adding detail that doesn't make the documentation better and dramatically increases file size. If you're taking screenshots on a higher resolution screen the screenshot should be scaled down. There are instructions on how to do this later on this page."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:37
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:40
msgid "Format conversion"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:39
msgid "The current format for images in Godot's documentation is WebP (``.webp``). While some Linux programs will support saving screenshots in this format, macOS and the Snip & Sketch program on Windows do not. For images that don't need editing, such as precise cropping or adding outlines, Squoosh can be used. `Squoosh <https://squoosh.app/>`_ is a converter developed by Google, is open source, and doesn't give Google any image rights by using it. When choosing compression if you can get an image that's under 300KB in size use lossless compression. If it's over 300KB, use just enough lossy compression to get it under that size. If this results in noticable compression artifacts using less compression is fine, even if the file size is bigger."
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:42
msgid "The current format for images in Godot's documentation is WebP (``.webp``). While some Linux programs will support saving screenshots in this format, macOS and the Snip & Sketch program on Windows do not. For images that don't need editing, such as precise cropping or adding outlines, Squoosh can be used. `Squoosh <https://squoosh.app/>`_ is a converter developed by Google, is open source, and doesn't give Google any image rights by using it. When choosing compression if you can get an image that's under 300KB in size use lossless compression. If it's over 300KB, use just enough lossy compression to get it under that size. If this results in noticeable compression artifacts using less compression is fine, even if the file size is bigger."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:50
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:53
msgid "If you already have an image editor such as GIMP, Krita or Photoshop installed it may have the ability to open an image then save it as a WebP file."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:54
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:57
msgid "Cropping"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:56
msgid "For a screenshot of a 2D or 3D scene in the editor the above steps will be enough. But for most UI images some extra work should be done, specifically cropping to make an image look clean. Below is an example of good cropping."
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:59
msgid "For a screenshot of a 2D or 3D scene in the editor, the above steps will be enough. But for most UI images some extra work should be done, specifically cropping to make an image look clean. Below is an example of good cropping."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:62
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:65
msgid "For cropping Krita is the recommended program. While some screenshot programs do have cropping built in it's not always easy to get something precise. And while Krita is designed as a painting program the cropping tool gives you pixel precision by default. Of course, feel free to use a different program you are familiar with."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:67
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:70
msgid "If you've never used Krita before download it from the `official Krita website <https://krita.org/en/download/krita-desktop/>`_, on Linux you may also be able to download it from your distributions repository, flathub is also an option. Once it's installed on your computer open Krita then open the image you want to crop. This button on the left panel is the crop tool."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:74
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:77
msgid "After selecting it, click on the image, you should now have cropping tools available."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:78
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:81
msgid "Click and drag the white boxes to adjust what gets cropped, if you zoom in close to the image you will see the individual pixels in an image, which is useful for precision."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:84
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:87
msgid "If you make a mistake and overcrop don't worry, cropping is non-destructive in Krita and can be adjusted. Click on the image with your cropping tool still selected and the controls will return."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:89
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:92
msgid "Scaling down an image"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:91
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:94
msgid "As explained earlier on this page, all images taken on a screen that is a higher resolution than 1080p should be scaled down. To do this in Krita click on **Image** on the top bar, and from the dropdown menu select **Scale Image To New Size**. This menu can also be opened by pressing :kbd:`Ctrl + Alt + I`. On this menu you want to adjust the pixel dimensions. For anything taken on a 4K monitor change the value of the width and height to half of its current value, for anything taken on a 1440p monitor multiply the width and height by 0.75. Make sure the **Constrain Proportions** box at the bottom of the menu is checked so you only have to change 1 value."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:101
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:104
msgid "Saving as WebP in Krita"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:103
msgid "To save an image as webp if it isn't already one, Go to **File > Save As**. Select **webp** from the **Save as type:** dropdown, then choose wherever you want to save it. After clicking **Save** a menu will popup with webp options. Make sure **Losses** is checked and **Quality** is set to 100%. This means the image will not lose detail and will be as small as possible."
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:106
msgid "To save an image as webp if it isn't already one, Go to **File > Save As**. Select **webp** from the **Save as type:** dropdown, then choose wherever you want to save it. After clicking **Save** a menu will popup with webp options. Make sure **Lossless** is checked and **Quality** is set to 100%. This means the image will not lose detail and will be as small as possible."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:108
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:111
msgid "If the image is over 300KB in size try compressing it losslessly using `Squoosh <https://squoosh.app/>`_. If it's still over 300KB change to lossy compression and slowly increase the compression until it's under 300KB. If this results in noticeable compression artifacts using less compression is fine, even if the file size is bigger."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:114
msgid "Outlines arrows and text"
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:117
msgid "Outlines, arrows and text"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:116
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:119
msgid "Sometimes an image needs something extra to properly direct the readers attention, or make something clear. Outlines and arrows can be used for this purpose. For these types of edits Inkscape is the recommended open source program, it can be downloaded from the `official Inkscape website <https://inkscape.org/>`_. Like Krita, if you're on Linux you can also check your distributions repository or get it from Flathub."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:123
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:126
msgid "A full tutorial on creating outlines is not provided here, we recommend searching for various tutorials on how to use it online. However there are two standards for doc image outlines and arrows. First, the color should be yellow, specifically this hex color: ``fffb44`` (``fffb44ff`` if there is a transparency value like in Inkscape). This color was chosen specifically to make sure color blind people do not have issues reading the documentation, other colors can be used in addition to this yellow if multiple outlines on an image are needed, red should be avoided. The second standard is that all outlines and arrow lines should be 2 pixels wide."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:132
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:135
msgid "Finally, some images might require text to differentiate multiple parts of an image. There are no strict requirements other than use an easy to read non fancy font. As for color the yellow color from before should also be used, but black or other colors can be used if appropriate. For example, if yellow blends into the image, or if there are multiple outlines in multiple colors."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:139
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:142
msgid "Adding an image to a documentation page"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:141
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:144
msgid "Once you've finished working on your image, it can be added to the documentation. All images are stored in folders named ``img`` next to the page they are used in."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:144
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:147
msgid "To add your image, add it to the ``img`` folder that's in the same folder as the ``.rst`` file for the page (create it if it doesn't exist). In the ``.rst`` page, images should be included with the following code snippet::"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:150
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:153
msgid "Where ``documentation_image.webp`` would be changed to the name of the image you created. Name your images in a way that makes their meaning clear, possibly with a prefix that makes their relationship to a documentation page explicit."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:158
msgid "Videos"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:161
msgid "Capturing a video"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:163
msgid "To record a video of something in Godot, a screen capture tool can be used. Operating systems generally don't come with tools that are flexible enough for this, so you'll need to install a third-party utility."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:167
msgid "`OBS Studio <https://obsproject.com/>`__ is the most popular option, but `SimpleScreenRecorder <https://www.maartenbaert.be/simplescreenrecorder/>`__ can be used as an alternative on Linux. `ShareX <https://getsharex.com/>`__ can be used as an alternative on Windows. All these tools can be configured to record the entire screen, a specific window or a predetermined rectangle."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:173
msgid "The recommended framerate for video recordings is 60 FPS, although you can use 30 FPS for longer videos to reduce their file size. For fullscreen videos, use a resolution of 1280×720."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:179
msgid "Godot's :ref:`Movie Maker mode <doc_creating_movies>` can be used to record the output of a running project, including its audio. This doesn't require installing any third-party software and avoids any frame drops (even when recording on a slow device), but it's less flexible."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:185
msgid "Compressing the captured video"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:187
msgid "The recommendation is to record your video in the highest quality possible (without dropping frames due to excessive CPU/GPU utilization), then re-encode it later to reduce its file size. This results in more efficient compression than directly aiming for a small file size, as real-time compression methods are less efficient than slower compression methods."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:193
msgid "To re-encode videos for a smaller file size, use `HandBrake <https://handbrake.fr/>`__ or the `FFmpeg <https://ffmpeg.org/>` command line below:"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:200
msgid "The number after ``-crf`` adjusts the video quality, with higher numbers resulting in *lower* quality (and smaller file sizes). A CRF of ``23`` is a good starting point, but you may need to use a higher value for longer videos to ensure the file size remains reasonable. Try to aim for a file size under 2 MB if possible."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:206
msgid "If the video was recorded in a higher resolution or framerate, you can adjust its output resolution and framerate as follows:"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:213
msgid "This results in a video resolution around 1280×720 at 30 FPS. The exact video resolution will vary depending on the source's aspect ratio."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:218
msgid "If the video was recorded with an audio track but this audio track is not necessary, consider stripping it by adding the ``-an`` option to the FFmpeg command line (before the output file name). This will reduce file size and also ensure audio controls don't show up on the video when played in a browser."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:225
msgid "Adding a video to a documentation page"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:227
msgid "Once you've finished working on your video, it can be added to the documentation. All videos are stored in folders named ``video`` next to the page they are used in."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:230
msgid "To add your video, add it to the ``video`` folder that's in the same folder as the ``.rst`` file for the page (create it if it doesn't exist). In the ``.rst`` page, videos should be included with the following code snippet::"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:240
msgid "Where ``documentation_video.webp`` would be changed to the name of the video you created. Name your videos in a way that makes their meaning clear, possibly with a prefix that makes their relationship to a documentation page explicit."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:244
msgid "The ``:autoplay:``, ``:loop:`` and ``:muted:`` flags should always be specified unless the video needs to play audio. In this case, do not specify *any* of these flags."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -413,6 +413,7 @@ msgstr ""
msgid "The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467
msgid "Overview of the interface and common vocabulary"
msgstr ""
@@ -442,22 +443,22 @@ msgid "Keyboard and mouse shortcuts should make use of the ``:kbd:`` tag, which
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:499
msgid "Make sure to mention shortcuts that differ on macOS compared to other platforms. On macOS, ``Cmd`` often replaces ``Ctrl`` in keyboard shortcuts."
msgid "Make sure to mention shortcuts that differ on macOS compared to other platforms. You can find a list of all shortcuts, including what they are on macOS, on :ref:`this page <doc_default_key_mapping>`."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:502
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:503
msgid "Try to integrate the shortcut into sentences the best you can. Here are some examples with the ``:kbd:`` tag left as-is for better visibility:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:505
msgid "Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Cmd + Alt + T``` on macOS)."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:506
msgid "Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D editor."
msgid "Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Opt + Cmd + T``` on macOS)."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:507
msgid "Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D editor."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:508
msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,51 +16,51 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/documentation/index.rst:4
#: ../../docs/contributing/documentation/index.rst:6
msgid "Writing documentation"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:6
#: ../../docs/contributing/documentation/index.rst:8
msgid "We always need help to improve the documentation, be it the class reference or the manual. Below, you can find our content and writing guidelines and concrete guides to make changes to the documentation."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:10
#: ../../docs/contributing/documentation/index.rst:12
msgid "Be sure to also check the :ref:`workflow guidelines <doc_contributing_workflow>`, especially if you're new to using Git or GitHub."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:14
#: ../../docs/contributing/documentation/index.rst:16
msgid "Guidelines"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:16
#: ../../docs/contributing/documentation/index.rst:18
msgid "Here are the principles and guidelines we strive to follow to write accessible documentation."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:28
#: ../../docs/contributing/documentation/index.rst:30
msgid "Writing the manual"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:30
#: ../../docs/contributing/documentation/index.rst:32
msgid "These articles explain how to contribute to this very documentation, and how to build the online version locally for testing."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:41
#: ../../docs/contributing/documentation/index.rst:43
msgid "Class reference guides"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:43
#: ../../docs/contributing/documentation/index.rst:45
msgid "The pages below focus on the class reference."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:45
#: ../../docs/contributing/documentation/index.rst:47
msgid "As the reference is included in the Godot editor, its source files are part of the `godot repository <https://github.com/godotengine/godot>`_. We use XML files to write it, so the process to contribute to the class reference differs from writing the online manual."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:58
#: ../../docs/contributing/documentation/index.rst:60
msgid "Translating the documentation"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:60
#: ../../docs/contributing/documentation/index.rst:62
msgid "The community is always working hard on making Godot and its documentation available to more people. Localizing the documentation is a colossal and ongoing effort you can be part of."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -108,6 +108,10 @@ msgstr ""
msgid "Please only include changes that are relevant to your work on the API in your commits. You can discard changes in other XML files using ``git checkout``, but consider reporting if you notice unrelated files being updated. Ideally, running this command should only bring up the changes that you yourself have made."
msgstr ""
#: ../../docs/contributing/documentation/updating_the_class_reference.rst:114
msgid "You will then need to add descriptions to any newly generated entries."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,11 +16,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/workflow/index.rst:4
#: ../../docs/contributing/workflow/index.rst:6
msgid "Contribution workflow"
msgstr ""
#: ../../docs/contributing/workflow/index.rst:6
#: ../../docs/contributing/workflow/index.rst:8
msgid "Godot is a large project, both in terms of the codebase and the workload for contributors. The guides below serve as a helper when you get stuck dealing with Git or GitHub, or if you are generally interested in how maintainers approach the project."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -69,7 +69,7 @@ msgid "If you don't have a GitHub account and can't sign up for one, you can use
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:59
#: ../../docs/contributing/workflow/testing_pull_requests.rst:93
#: ../../docs/contributing/workflow/testing_pull_requests.rst:96
msgid "Open the pull request page. Click the *fork*'s branch name near the top of the page:"
msgstr ""
@@ -97,14 +97,46 @@ msgstr ""
msgid "This approach may be needed for pull requests that were last updated more than 90 days ago, or to test on platforms and configurations that are not supported by Godot's GitHub Actions setup."
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:97
#: ../../docs/contributing/workflow/testing_pull_requests.rst:94
msgid "Downloading a zipped pull request branch"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:100
msgid "Now that you are on the fork's branch page, click the green **Code** button on the right of the page then choose **Download ZIP** in the dropdown:"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:102
#: ../../docs/contributing/workflow/testing_pull_requests.rst:105
msgid "Extract the ZIP archive and follow the :ref:`compiling <toc-devel-compiling>` instructions for your operating system."
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:109
msgid "Checking out a pull request branch with git"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:111
msgid "Alternatively, you can checkout the pull request directly with git:"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:113
msgid "Open the pull request page. Note the pull request *number* (``PR_NUMBER``), and the *branch name* (``BRANCH_NAME``), but without the user name."
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:118
msgid "Construct the command using this pattern:"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:124
msgid "So for the pull request above, the actual command will be:"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:131
msgid "Once the pull request finishes downloading, checkout its branch:"
msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:137
msgid "And follow the :ref:`compiling <toc-devel-compiling>` instructions for your operating system."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,54 +45,54 @@ msgid "With ``Area2D`` we can detect objects that overlap or run into the player
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:31
msgid "Before we add any children to the ``Player`` node, we want to make sure we don't accidentally move or resize them by clicking on them. Select the node and click the icon to the right of the lock. Its tooltip says \"Make selected node's children not selectable.\""
msgid "Before we add any children to the ``Player`` node, we want to make sure we don't accidentally move or resize them by clicking on them. Select the node and click the icon to the right of the lock. Its tooltip says \"Groups the selected node with its children. This causes the parent to be selected when any child node is clicked in 2D and 3D view.\""
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:38
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:39
msgid "Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux or :kbd:`Cmd + S` on macOS."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:41
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:42
msgid "For this project, we will be following the Godot naming conventions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:43
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:44
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/first_2d_game/02.player_scene.rst:47
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:48
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/first_2d_game/02.player_scene.rst:54
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:55
msgid "Sprite animation"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:56
msgid "Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or :kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`. The ``AnimatedSprite2D`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Sprite Frames`` property under the ``Animation`` tab in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". Click again to open the \"SpriteFrames\" panel:"
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:57
msgid "Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or :kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`. The ``AnimatedSprite2D`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Sprite Frames`` property under the ``Animation`` tab in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". Click on the ``SpriteFrames`` you just created to open the \"SpriteFrames\" panel:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:68
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:70
msgid "On the left is a list of animations. Click the \"default\" one and rename it to \"walk\". Then click the \"Add Animation\" button to create a second animation named \"up\". Find the player images in the \"FileSystem\" tab - they're in the ``art`` folder you unzipped earlier. 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 for the corresponding animation:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:77
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:79
msgid "The player images are a bit too large for the game window, so we need to scale them down. Click on the ``AnimatedSprite2D`` 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/first_2d_game/02.player_scene.rst:84
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:86
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 \"[empty]\" -> \"New CapsuleShape2D\". Using the two size handles, resize the shape to cover the sprite:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:93
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:95
msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:97
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:99
msgid "Make sure to save the scene again after these changes."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:99
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:101
msgid "In the next part, we'll add a script to the player node to move and animate it. Then, we'll set up collision detection to know when the player got hit by something."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -240,19 +240,19 @@ msgstr ""
msgid "Next, add this code to the function:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:418
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:419
msgid "Each time an enemy hits the player, the signal is going to be emitted. We need to disable the player's collision so that we don't trigger the ``hit`` signal more than once."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:422
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:423
msgid "Disabling the area's collision shape can cause an error if it happens in the middle of the engine's collision processing. Using ``set_deferred()`` tells Godot to wait to disable the shape until it's safe to do so."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:427
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:428
msgid "The last piece is to add a function we can call to reset the player when starting a new game."
msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:447
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:448
msgid "With the player working, we'll work on the enemy in the next lesson."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -116,11 +116,11 @@ msgstr ""
msgid "The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``VisibleOnScreenNotifier2D`` node to the ``Mob`` and add this code:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:125
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:126
msgid "This completes the `Mob` scene."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:127
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:128
msgid "With the player and enemies ready, in the next part, we'll bring them together in a new scene. We'll make enemies spawn randomly around the game board and move forward, turning our project into a playable game."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -33,146 +33,146 @@ msgid "Click the **Instance** button (represented by a chain link icon) and sele
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:17
msgid "Now, add the following nodes as children of ``Main``, and name them as shown (values are in seconds):"
msgid "Now, add the following nodes as children of ``Main``, and name them as shown:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:20
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:19
msgid ":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:22
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:21
msgid ":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:24
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:23
msgid ":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:26
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:25
msgid ":ref:`Marker2D <class_Marker2D>` (named ``StartPosition``) - to indicate the player's start position"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:29
msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:28
msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows (values are in seconds):"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:31
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:30
msgid "``MobTimer``: ``0.5``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:32
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:31
msgid "``ScoreTimer``: ``1``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:33
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:32
msgid "``StartTimer``: ``2``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:35
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:34
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/first_2d_game/05.the_main_game_scene.rst:39
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:38
msgid "Spawning mobs"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:41
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:40
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/first_2d_game/05.the_main_game_scene.rst:48
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:47
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 \"Use Grid Snap\" and \"Use Smart Snap\" are both selected. These options can be found to the left of the \"Lock\" button, appearing as a magnet next to some dots and intersecting lines, respectively."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:56
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:55
msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:61
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:60
msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:64
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:63
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/first_2d_game/05.the_main_game_scene.rst:69
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:68
msgid "Your scene should look like this:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:74
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:73
msgid "Main script"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:76
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:75
msgid "Add a script to ``Main``. At the top of the script, we use ``@export var mob_scene: PackedScene`` to allow us to choose the Mob scene we want to instance."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:102
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:101
msgid "Click the ``Main`` node and you will see the ``Mob Scene`` property in the Inspector under \"Main.gd\"."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:105
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:104
msgid "You can assign this property's value in two ways:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:107
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:106
msgid "Drag ``mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob Scene** property."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:109
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:108
msgid "Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``mob.tscn``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:111
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:110
msgid "Next, select the instance of the ``Player`` scene under ``Main`` node in the Scene dock, and access the Node dock on the sidebar. Make sure to have the Signals tab selected in the Node dock."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:115
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:114
msgid "You should see a list of the signals for the ``Player`` node. Find and double-click the ``hit`` signal in the list (or right-click it and select \"Connect...\"). This will open the signal connection dialog. 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 \"Receiver Method\" box at the bottom of the signal connection dialog and click \"Connect\". You are aiming to have the ``hit`` signal emitted from ``Player`` and handled in the ``Main`` script. Add the following code to the new function, as well as a ``new_game`` function that will set everything up for a new game:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:156
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:155
msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer``, and ``MobTimer``) to the main script. ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:183
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:184
msgid "In ``_on_mob_timer_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. When we spawn a mob, we'll pick a random value between ``150.0`` and ``250.0`` for how fast each mob will move (it would be boring if they were all moving at the same speed)."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:191
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:192
msgid "Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:254
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:256
msgid "Why ``PI``? In functions requiring angles, Godot uses *radians*, not degrees. Pi represents a half turn in radians, about ``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable working with degrees, you'll need to use the ``deg_to_rad()`` and ``rad_to_deg()`` functions to convert between the two."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:262
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:264
msgid "Testing the scene"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:264
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:266
msgid "Let's test the scene to make sure everything is working. Add this ``new_game`` call to ``_ready()``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:280
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:282
msgid "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs automatically when the game launches. Press the \"Play\" button and select ``main.tscn`` when prompted."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:284
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:286
msgid "If you had already set another scene as the \"Main Scene\", you can right click ``main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:287
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:289
msgid "You should be able to move the player around, see mobs spawning, and see the player disappear when hit by a mob."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:290
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:292
msgid "When you're sure everything is working, remove the call to ``new_game()`` from ``_ready()`` and replace it with ``pass``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:293
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:295
msgid "What's our game lacking? Some user interface. In the next lesson, we'll add a title screen and display the player's score."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -178,66 +178,66 @@ msgid "Add the code below to ``HUD`` to update the score"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:187
msgid "Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` signal of ``MessageTimer``, and add the following code to the new functions:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:214
msgid "Connecting HUD to Main"
msgid "Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` signal of ``MessageTimer`` to the ``HUD`` node, and add the following code to the new functions:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:216
msgid "Connecting HUD to Main"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:218
msgid "Now that we're done creating the ``HUD`` scene, go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. The scene tree should look like this, so make sure you didn't miss anything:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:222
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:224
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/first_2d_game/06.heads_up_display.rst:225
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:227
msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function of the Main node by clicking the \"Pick\" button in the \"Connect a Signal\" window and selecting the ``new_game()`` method or type \"new_game\" below \"Receiver Method\" in the window. Verify that the green connection icon now appears next to ``func new_game()`` in the script."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:231
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:233
msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:245
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:247
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:256
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:258
msgid "Finally, add this to ``_on_score_timer_timeout()`` to keep the display in sync with the changing score:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:270
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:272
msgid "Remember to remove the call to ``new_game()`` from ``_ready()`` if you haven't already, otherwise your game will start automatically."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:274
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:276
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/first_2d_game/06.heads_up_display.rst:278
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:280
msgid "Removing old creeps"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:280
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:282
msgid "If you play until \"Game Over\" and then start a new game right away, the creeps from the previous game may still be on the screen. It would be better if they all disappeared at the start of a new game. We just need a way to tell *all* the mobs to remove themselves. We can do this with the \"group\" feature."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:285
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:287
msgid "In the ``Mob`` scene, select the root node and click the \"Node\" tab next to the Inspector (the same place where you find the node's signals). Next to \"Signals\", click \"Groups\" and you can type a new group name and click \"Add\"."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:291
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:293
msgid "Now all mobs will be in the \"mobs\" group. We can then add the following line to the ``new_game()`` function in ``Main``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:305
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:307
msgid "The ``call_group()`` function calls the named function on every node in a group - in this case we are telling every mob to delete itself."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:308
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:310
msgid "The game's mostly done at this point. In the next and last part, we'll polish it a bit by adding a background, looping music, and some keyboard shortcuts."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -37,7 +37,7 @@ msgid "The default gray background is not very appealing, so let's change its co
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:20
msgid "You could also add a background image, if you have one, by using a ``TextureRect`` node instead."
msgid "You could also add a background image, if you have one, by using a :ref:`TextureRect <class_TextureRect>` node instead."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:24

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,107 +16,108 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/first_2d_game/index.rst:4
#: ../../docs/getting_started/first_2d_game/index.rst:6
msgid "Your first 2D game"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:6
#: ../../docs/getting_started/first_2d_game/index.rst:8
msgid "In this step-by-step tutorial series, you will create your first complete 2D game with Godot. By the end of the series, you will have a simple yet complete game of your own, like the image below."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:10
#: ../../docs/getting_started/first_2d_game/index.rst:12
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:77
#: ../../docs/getting_started/first_2d_game/index.rst:79
#: ../../docs/getting_started/first_2d_game/index.rst:79
msgid "image0"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:12
#: ../../docs/getting_started/first_2d_game/index.rst:14
msgid "You will learn how the Godot editor works, how to structure a project, and build a 2D game."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:15
#: ../../docs/getting_started/first_2d_game/index.rst:17
msgid "This project is an introduction to the Godot engine. It assumes that you have some programming experience already. If you're new to programming entirely, you should start here: :ref:`doc_scripting`."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:19
#: ../../docs/getting_started/first_2d_game/index.rst:21
msgid "The game is called \"Dodge the Creeps!\". Your character must move and avoid the enemies for as long as possible."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:22
#: ../../docs/getting_started/first_2d_game/index.rst:24
msgid "You will learn to:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:24
#: ../../docs/getting_started/first_2d_game/index.rst:26
msgid "Create a complete 2D game with the Godot editor."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:25
#: ../../docs/getting_started/first_2d_game/index.rst:27
msgid "Structure a simple game project."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:26
#: ../../docs/getting_started/first_2d_game/index.rst:28
msgid "Move the player character and change its sprite."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:27
#: ../../docs/getting_started/first_2d_game/index.rst:29
msgid "Spawn random enemies."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:28
#: ../../docs/getting_started/first_2d_game/index.rst:30
msgid "Count the score."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:30
#: ../../docs/getting_started/first_2d_game/index.rst:32
msgid "And more."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:32
#: ../../docs/getting_started/first_2d_game/index.rst:34
msgid "You'll find another series where you'll create a similar game but in 3D. We recommend you to start with this one, though."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:35
#: ../../docs/getting_started/first_2d_game/index.rst:37
msgid "**Why start with 2D?**"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:37
#: ../../docs/getting_started/first_2d_game/index.rst:39
msgid "If you are new to game development or unfamiliar with Godot, we recommend starting with 2D games. This will allow you to become comfortable with both before tackling 3D games, which tend to be more complicated."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:41
#: ../../docs/getting_started/first_2d_game/index.rst:43
msgid "You can find a completed version of this project at this location:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:43
#: ../../docs/getting_started/first_2d_game/index.rst:45
msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:46
#: ../../docs/getting_started/first_2d_game/index.rst:48
msgid "Prerequisites"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:48
#: ../../docs/getting_started/first_2d_game/index.rst:50
msgid "This step-by-step tutorial is intended for beginners who followed the complete :ref:`Getting Started <toc-learn-step_by_step>`."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:51
#: ../../docs/getting_started/first_2d_game/index.rst:53
msgid "If you're an experienced programmer, you can find the complete demo's source code here: `Dodge the Creeps source code <https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps>`__."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:55
#: ../../docs/getting_started/first_2d_game/index.rst:57
msgid "We prepared some game assets you'll need to download so we can jump straight to the code."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:58
#: ../../docs/getting_started/first_2d_game/index.rst:60
msgid "You can download them by clicking the link below."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:60
#: ../../docs/getting_started/first_2d_game/index.rst:62
msgid "`dodge_the_creeps_2d_assets.zip <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/dodge_the_creeps_2d_assets.zip>`_."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:63
#: ../../docs/getting_started/first_2d_game/index.rst:65
msgid "Contents"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,127 +16,127 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:6
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:4
msgid "Setting up the game area"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:8
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:6
msgid "In this first part, we're going to set up the game area. Let's get started by importing the start assets and setting up the game scene."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:11
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:9
msgid "We've prepared a Godot project with the 3D models and sounds we'll use for this tutorial, linked in the index page. If you haven't done so yet, you can download the archive here: `Squash the Creeps assets <https://github.com/godotengine/godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:16
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:14
msgid "Once you downloaded it, extract the .zip archive on your computer. Open the Godot Project Manager and click the *Import* button."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:21
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:19
msgid "In the import popup, enter the full path to the freshly created directory ``squash_the_creeps_start/``. You can click the *Browse* button on the right to open a file browser and navigate to the ``project.godot`` file the folder contains."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:28
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:26
msgid "Click *Import & Edit* to open the project in the editor."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:32
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:30
msgid "The start project contains an icon and two folders: ``art/`` and ``fonts/``. There, you will find the art assets and music we'll use in the game."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:37
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:35
msgid "There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that belong to these models, and a music track."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:41
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:39
msgid "Setting up the playable area"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:43
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:41
msgid "We're going to create our main scene with a plain :ref:`Node <class_Node>` as its root. In the *Scene* dock, click the *Add Child Node* button represented by a \"+\" icon in the top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:50
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:48
msgid "Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:52
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:50
msgid "We'll start by adding a floor that'll prevent the characters from falling. To create static colliders like the floor, walls, or ceilings, you can use :ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to define the collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D <class_StaticBody3D>` node, then a :ref:`CollisionShape3D <class_CollisionShape3D>`. Rename the :ref:`StaticBody3D <class_StaticBody3D>` to ``Ground``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:59
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:57
msgid "Your scene tree should look like this"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:63
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:61
msgid "A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined its shape. If you click the icon, a popup appears to give you more information."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:68
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:66
msgid "To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector* and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:73
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:71
msgid "The box shape is perfect for flat ground and walls. Its thickness makes it reliable to block even fast-moving objects."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:76
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:74
msgid "A box's wireframe appears in the viewport with three orange dots. You can click and drag these to edit the shape's extents interactively. We can also precisely set the size in the inspector. Click on the :ref:`BoxShape3D <class_BoxShape3D>` to expand the resource. Set its *Size* to ``60`` on the X axis, ``2`` for the Y axis, and ``60`` for the Z axis."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:85
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:83
msgid "Collision shapes are invisible. We need to add a visual floor that goes along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D <class_MeshInstance3D>` as its child."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:90
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:88
msgid "In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>` resource to create a visible box."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:95
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:93
msgid "Once again, it's too small by default. Click the box icon to expand the resource and set its *Size* to ``60``, ``2``, and ``60``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:100
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:98
msgid "You should see a wide grey slab that covers the grid and blue and red axes in the viewport."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:103
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:101
msgid "We're going to move the ground down so we can see the floor grid. Select the ``Ground`` node, hold the :kbd:`Ctrl` key down to turn on grid snapping, and click and drag down on the Y axis. It's the green arrow in the move gizmo."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:111
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:109
msgid "If you can't see the 3D object manipulator like on the image above, ensure the *Select Mode* is active in the toolbar above the view."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:116
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:114
msgid "Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the viewport tells you how much you're translating the node."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:123
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:121
msgid "Moving the *Ground* node down moves both children along with it. Ensure you move the *Ground* node, **not** the *MeshInstance3D* or the *CollisionShape3D*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:127
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:125
msgid "Ultimately, ``Ground``'s transform.position.y should be -1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:131
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:129
msgid "Let's add a directional light so our scene isn't all grey. Select the ``Main`` node and add a child node :ref:`DirectionalLight3D <class_DirectionalLight3D>`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:136
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:134
msgid "We need to move and rotate the :ref:`DirectionalLight3D <class_DirectionalLight3D>` node. Move it up by clicking and dragging on the manipulator's green arrow and click and drag on the red arc to rotate it around the X axis, until the ground is lit."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:141
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:139
msgid "In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:145
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:143
msgid "At this point, your project should look like this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:149
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:147
msgid "That's our starting point. In the next part, we will work on the player scene and base movement."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,160 +16,168 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:6
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:4
msgid "Player scene and input actions"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:8
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:6
msgid "In the next two lessons, we will design the player scene, register custom input actions, and code player movement. By the end, you'll have a playable character that moves in eight directions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:15
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:13
msgid "Create a new scene by going to the Scene menu in the top-left and clicking *New Scene*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:18
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:16
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166
msgid "image0"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:20
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:18
msgid "Create a :ref:`CharacterBody3D <class_CharacterBody3D>` node as the root"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:24
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:22
msgid "Name the :ref:`CharacterBody3D <class_CharacterBody3D>` to ``Player``. Character bodies are complementary to the area and rigid bodies used in the 2D game tutorial. Like rigid bodies, they can move and collide with the environment, but instead of being controlled by the physics engine, **you** dictate their movement. You will see how we use the node's unique features when we code the jump and squash mechanics."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:33
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:31
msgid "To learn more about the different physics node types, see the :ref:`doc_physics_introduction`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:36
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:34
msgid "For now, we're going to create a basic rig for our character's 3D model. This will allow us to rotate the model later via code while it plays an animation."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:39
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:37
msgid "Add a :ref:`Node3D <class_Node3D>` node as a child of ``Player`` and name it ``Pivot``"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:43
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:41
msgid "Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking it and drag and drop ``player.glb`` onto ``Pivot``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:47
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:45
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:167
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:167
msgid "image1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:49
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:47
msgid "This should instantiate the model as a child of ``Pivot``. You can rename it to ``Character``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:52
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:50
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168
msgid "image2"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:56
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:54
msgid "The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0 specification. They're a modern and powerful alternative to a proprietary format like FBX, which Godot also supports. To produce these files, we designed the model in `Blender 3D <https://www.blender.org/>`__ and exported it to GLTF."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:61
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:59
msgid "As with all kinds of physics nodes, we need a collision shape for our character to collide with the environment. Select the ``Player`` node again and add a child node :ref:`CollisionShape3D <class_CollisionShape3D>`. In the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D <class_SphereShape3D>`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:67
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:65
msgid "The sphere's wireframe appears below the character."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:69
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:67
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169
msgid "image3"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:71
msgid "It will be the shape the physics engine uses to collide with the environment, so we want it to better fit the 3D model. Shrink it a bit by dragging the orange dot in the viewport. My sphere has a radius of about ``0.8`` meters."
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:69
msgid "It will be the shape the physics engine uses to collide with the environment, so we want it to better fit the 3D model. Make it a bit larger by dragging the orange dot in the viewport. My sphere has a radius of about ``0.8`` meters."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:73
msgid "Then, move the collision shape up so its bottom roughly aligns with the grid's plane."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:75
msgid "Then, move the shape up so its bottom roughly aligns with the grid's plane."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:77
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170
msgid "image4"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:79
msgid "You can toggle the model's visibility by clicking the eye icon next to the ``Character`` or the ``Pivot`` nodes."
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:77
msgid "To make moving the shape easier, you can toggle the model's visibility by clicking the eye icon next to the ``Character`` or the ``Pivot`` nodes."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:82
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:80
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171
msgid "image5"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:84
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:82
msgid "Save the scene as ``player.tscn``"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:86
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:84
msgid "With the nodes ready, we can almost get coding. But first, we need to define some input actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:90
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:88
msgid "Creating input actions"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:92
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:90
msgid "To move the character, we will listen to the player's input, like pressing the arrow keys. In Godot, while we could write all the key bindings in code, there's a powerful system that allows you to assign a label to a set of keys and buttons. This simplifies our scripts and makes them more readable."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:97
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:95
msgid "This system is the Input Map. To access its editor, head to the *Project* menu and select *Project Settings*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:100
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:98
msgid "|image6|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172
msgid "image6"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:102
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:100
msgid "At the top, there are multiple tabs. Click on *Input Map*. This window allows you to add new actions at the top; they are your labels. In the bottom part, you can bind keys to these actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:106
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:104
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173
msgid "image7"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:108
msgid "Godot projects come with some predefined actions designed for user interface design, which we could use here. But we're defining our own to support gamepads."
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:106
msgid "Godot projects come with some predefined actions designed for user interface design (see above screenshot). These will become visible if you enable the *Show Built-in Actions* toggle. We could use these here, but instead we're defining our own to support gamepads. Leave *Show Built-in Actions* disabled."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:111
@@ -184,6 +192,7 @@ msgstr ""
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174
msgid "image8"
msgstr ""
@@ -196,6 +205,7 @@ msgstr ""
msgid "|image9|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175
msgid "image9"
msgstr ""
@@ -212,6 +222,7 @@ msgstr ""
msgid "|image12|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177
msgid "image12"
msgstr ""
@@ -240,6 +251,7 @@ msgstr ""
msgid "|image15|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:178
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:178
msgid "image15"
msgstr ""
@@ -252,6 +264,7 @@ msgstr ""
msgid "|image16|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179
msgid "image16"
msgstr ""
@@ -264,6 +277,7 @@ msgstr ""
msgid "|image18|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181
msgid "image18"
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,267 +16,291 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:6
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:4
msgid "Moving the player with code"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:8
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:6
msgid "It's time to code! We're going to use the input actions we created in the last part to move the character."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:9
msgid "For this project, we will be following the Godot naming conventions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:11
msgid "Right-click the ``Player`` node and select *Attach Script* to add a new script to it. In the popup, set the *Template* to *Empty* before pressing the *Create* button."
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/first_3d_game/03.player_movement_code.rst:15
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/first_3d_game/03.player_movement_code.rst:20
msgid "Right-click the ``Player`` node and select *Attach Script* to add a new script to it. In the popup, set the *Template* to *Empty* before pressing the *Create* button. We set it to *Empty* because we want to write our own code for player movement."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:25
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:438
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:450
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:450
msgid "image0"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:17
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:27
msgid "Let's start with the class's properties. We're going to define a movement speed, a fall acceleration representing gravity, and a velocity we'll use to move the character."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:52
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:62
msgid "These are common properties for a moving body. The ``target_velocity`` is a :ref:`3D vector <class_Vector3>` combining a speed with a direction. Here, we define it as a property because we want to update and reuse its value across frames."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:58
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:68
msgid "The values are quite different from 2D code because distances are in meters. While in 2D, a thousand units (pixels) may only correspond to half of your screen's width, in 3D, it's a kilometer."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:62
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:72
msgid "Let's code the movement. We start by calculating the input direction vector using the global ``Input`` object, in ``_physics_process()``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:112
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:122
msgid "Here, we're going to make all calculations using the ``_physics_process()`` virtual function. Like ``_process()``, it allows you to update the node every frame, but it's designed specifically for physics-related code like moving a kinematic or rigid body."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:119
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:129
msgid "To learn more about the difference between ``_process()`` and ``_physics_process()``, see :ref:`doc_idle_and_physics_processing`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:122
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:132
msgid "We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, we check if the player is pressing one or more of the ``move_*`` inputs and update the vector's ``x`` and ``z`` components accordingly. These correspond to the ground plane's axes."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:127
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:137
msgid "These four conditions give us eight possibilities and eight possible directions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:129
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:139
msgid "In case the player presses, say, both W and D simultaneously, the vector will have a length of about ``1.4``. But if they press a single key, it will have a length of ``1``. We want the vector's length to be consistent, and not move faster diagonally. To do so, we can call its ``normalized()`` method."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:159
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:169
msgid "Here, we only normalize the vector if the direction has a length greater than zero, which means the player is pressing a direction key."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:162
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:172
msgid "We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis <class_Basis>` that looks in the ``direction`` direction."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:165
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:175
msgid "Then, we update the velocity. We have to calculate the ground velocity and the fall speed separately. Be sure to go back one tab so the lines are inside the ``_physics_process()`` function but outside the condition we just wrote above."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:214
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:224
msgid "The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body collided with the floor in this frame. That's why we apply gravity to the ``Player`` only while it is in the air."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:217
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:227
msgid "For the vertical velocity, we subtract the fall acceleration multiplied by the delta time every frame. This line of code will cause our character to fall in every frame, as long as it is not on or colliding with the floor."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:221
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:231
msgid "The physics engine can only detect interactions with walls, the floor, or other bodies during a given frame if movement and collisions happen. We will use this property later to code the jump."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:225
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:235
msgid "On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a powerful method of the ``CharacterBody3D`` class that allows you to move a character smoothly. If it hits a wall midway through a motion, the engine will try to smooth it out for you. It uses the *velocity* value native to the :ref:`CharacterBody3D <class_CharacterBody3D>`"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:237
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:247
msgid "And that's all the code you need to move the character on the floor."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:239
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:249
msgid "Here is the complete ``Player.gd`` code for reference."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:341
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:351
msgid "Testing our player's movement"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:343
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:353
msgid "We're going to put our player in the ``Main`` scene to test it. To do so, we need to instantiate the player and then add a camera. Unlike in 2D, in 3D, you won't see anything if your viewport doesn't have a camera pointing at something."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:347
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:357
msgid "Save your ``Player`` scene and open the ``Main`` scene. You can click on the *Main* tab at the top of the editor to do so."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:350
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:360
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:439
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:451
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:451
msgid "image1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:352
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:362
msgid "If you closed the scene before, head to the *FileSystem* dock and double-click ``main.tscn`` to re-open it."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:355
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:365
msgid "To instantiate the ``Player``, right-click on the ``Main`` node and select *Instantiate Child Scene*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:358
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:368
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:440
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:452
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:452
msgid "image2"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:360
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:370
msgid "In the popup, double-click ``player.tscn``. The character should appear in the center of the viewport."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:364
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:374
msgid "Adding a camera"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:366
msgid "Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're going to create a basic rig. Right-click on the ``Main`` node again and select *Add Child Node*. Create a new :ref:`Marker3D <class_Marker3D>`, and name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:`Camera3D <class_Camera3D>` to it. Your scene tree should look like this."
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:376
msgid "Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're going to create a basic rig. Right-click on the ``Main`` node again and select *Add Child Node*. Create a new :ref:`Marker3D <class_Marker3D>`, and name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:`Camera3D <class_Camera3D>` to it. Your scene tree should look similar to this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:370
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:382
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:441
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:453
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:453
msgid "image3"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:372
msgid "Notice the *Preview* checkbox that appears in the top-left when you have the *Camera* selected. You can click it to preview the in-game camera projection."
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:384
msgid "Notice the *Preview* checkbox that appears in the top-left of the 3D view when you have the *Camera* selected. You can click it to preview the in-game camera projection."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:375
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:387
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:442
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:454
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:454
msgid "image4"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:377
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:389
msgid "We're going to use the *Pivot* to rotate the camera as if it was on a crane. Let's first split the 3D view to be able to freely navigate the scene and see what the camera sees."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:381
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:393
msgid "In the toolbar right above the viewport, click on *View*, then *2 Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:384
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:396
msgid "|image11|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:449
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:461
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:461
msgid "image11"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:386
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:398
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:443
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:455
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:455
msgid "image5"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:388
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:400
msgid "On the bottom view, select your :ref:`Camera3D <class_Camera3D>` and turn on camera Preview by clicking the checkbox."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:391
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:403
msgid "|image6|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:444
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:456
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:456
msgid "image6"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:393
msgid "In the top view, move the camera about ``19`` units on the Z axis (the blue one)."
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:405
msgid "In the top view, make sure your *Camera3D* is selected and move the camera about ``19`` units on the Z axis (drag the blue arrow)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:396
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:408
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:445
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:457
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:457
msgid "image7"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:398
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:410
msgid "Here's where the magic happens. Select the *CameraPivot* and rotate it ``-45`` degrees around the X axis (using the red circle). You'll see the camera move as if it was attached to a crane."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:402
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:414
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:446
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:458
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:458
msgid "image8"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:404
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:416
msgid "You can run the scene by pressing :kbd:`F6` and press the arrow keys to move the character."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:407
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:419
msgid "|image9|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:447
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:459
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:459
msgid "image9"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:409
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:421
msgid "We can see some empty space around the character due to the perspective projection. In this game, we're going to use an orthographic projection instead to better frame the gameplay area and make it easier for the player to read distances."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:414
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:426
msgid "Select the *Camera* again and in the *Inspector*, set the *Projection* to *Orthogonal* and the *Size* to ``19``. The character should now look flatter and the ground should fill the background."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:420
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:432
msgid "When using an orthogonal camera in Godot 4, directional shadow quality is dependent on the camera's *Far* value. The higher the *Far* value, the further away the camera will be able to see. However, higher *Far* values also decrease shadow quality as the shadow rendering has to cover a greater distance."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:426
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:438
msgid "If directional shadows look too blurry after switching to an orthogonal camera, decrease the camera's *Far* property to a lower value such as ``100``. Don't decrease this *Far* property too much, or objects in the distance will start disappearing."
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:431
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:443
msgid "|image10|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:448
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:460
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:460
msgid "image10"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:433
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:445
msgid "Test your scene and you should be able to move in all 8 directions and not glitch through the floor!"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:435
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:447
msgid "Ultimately, we have both player movement and the view in place. Next, we will work on the monsters."
msgstr ""

View File

@@ -6,9 +6,9 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.2\n"
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2024-06-20 16:36+0200\n"
"POT-Creation-Date: 2024-06-20 18:01+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -16,223 +16,233 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:6
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:4
msgid "Designing the mob scene"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:8
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:6
msgid "In this part, you're going to code the monsters, which we'll call mobs. In the next lesson, we'll spawn them randomly around the playable area."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:11
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:9
msgid "Let's design the monsters themselves in a new scene. The node structure is going to be similar to the ``player.tscn`` scene."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:14
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:12
msgid "Create a scene with, once again, a :ref:`CharacterBody3D <class_CharacterBody3D>` node as its root. Name it ``Mob``. Add a child node :ref:`Node3D <class_Node3D>`, name it ``Pivot``. And drag and drop the file ``mob.glb`` from the *FileSystem* dock onto the ``Pivot`` to add the monster's 3D model to the scene."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:21
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:19
msgid "You can rename the newly created ``mob`` node into ``Character``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:24
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:22
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:334
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:334
msgid "image0"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:26
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:24
msgid "We need a collision shape for our body to work. Right-click on the ``Mob`` node, the scene's root, and click *Add Child Node*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:29
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:27
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:335
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:335
msgid "image1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:31
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:29
msgid "Add a :ref:`CollisionShape3D <class_CollisionShape3D>`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:33
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:31
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336
msgid "image2"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:36
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:34
msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:40
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:38
msgid "We should change its size to fit the 3D model better. You can do so interactively by clicking and dragging on the orange dots."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:43
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:41
msgid "The box should touch the floor and be a little thinner than the model. Physics engines work in such a way that if the player's sphere touches even the box's corner, a collision will occur. If the box is a little too big compared to the 3D model, you may die at a distance from the monster, and the game will feel unfair to the players."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:49
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:47
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337
msgid "image4"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:51
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:49
msgid "Notice that my box is taller than the monster. It is okay in this game because we're looking at the scene from above and using a fixed perspective. Collision shapes don't have to match the model exactly. It's the way the game feels when you test it that should dictate their form and size."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:57
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:55
msgid "Removing monsters off-screen"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:59
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:57
msgid "We're going to spawn monsters at regular time intervals in the game level. If we're not careful, their count could increase to infinity, and we don't want that. Each mob instance has both a memory and a processing cost, and we don't want to pay for it when the mob is outside the screen."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:64
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:62
msgid "Once a monster leaves the screen, we don't need it anymore, so we should delete it. Godot has a node that detects when objects leave the screen, :ref:`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>`, and we're going to use it to destroy our mobs."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:70
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:68
msgid "When you keep instancing an object, there's a technique you can use to avoid the cost of creating and destroying instances all the time called pooling. It consists of pre-creating an array of objects and reusing them over and over."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:75
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:73
msgid "When working with GDScript, you don't need to worry about this. The main reason to use pools is to avoid freezes with garbage-collected languages like C# or Lua. GDScript uses a different technique to manage memory, reference counting, which doesn't have that caveat. You can learn more about that here: :ref:`doc_gdscript_basics_memory_management`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:81
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:79
msgid "Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>`. Another box, pink this time, appears. When this box completely leaves the screen, the node will emit a signal."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:85
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:83
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338
msgid "image5"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:87
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:85
msgid "Resize it using the orange dots until it covers the entire 3D model."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:89
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:87
msgid "|image6|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339
msgid "image6"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:92
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:90
msgid "Coding the mob's movement"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:94
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:92
msgid "Let's implement the monster's motion. We're going to do this in two steps. First, we'll write a script on the ``Mob`` that defines a function to initialize the monster. We'll then code the randomized spawn mechanism in the ``main.tscn`` scene and call the function from there."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:99
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:97
msgid "Attach a script to the ``Mob``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:101
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:99
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340
msgid "image7"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:103
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:101
msgid "Here's the movement code to start with. We define two properties, ``min_speed`` and ``max_speed``, to define a random speed range, which we will later use to define ``CharacterBody3D.velocity``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:141
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:139
msgid "Similarly to the player, we move the mob every frame by calling the function ``CharacterBody3D.move_and_slide()``. This time, we don't update the ``velocity`` every frame; we want the monster to move at a constant speed and leave the screen, even if it were to hit an obstacle."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:146
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:144
msgid "We need to define another function to calculate the ``CharacterBody3D.velocity``. This function will turn the monster towards the player and randomize both its angle of motion and its velocity."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:150
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:148
msgid "The function will take a ``start_position``,the mob's spawn position, and the ``player_position`` as its arguments."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:153
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:151
msgid "We position the mob at ``start_position`` and turn it towards the player using the ``look_at_from_position()`` method, and randomize the angle by rotating a random amount around the Y axis. Below, ``randf_range()`` outputs a random value between ``-PI / 4`` radians and ``PI / 4`` radians."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:183
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:181
msgid "We got a random position, now we need a ``random_speed``. ``randi_range()`` will be useful as it gives random int values, and we will use ``min_speed`` and ``max_speed``. ``random_speed`` is just an integer, and we just use it to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:216
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:214
msgid "Leaving the screen"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:218
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:216
msgid "We still have to destroy the mobs when they leave the screen. To do so, we'll connect our :ref:`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>` node's ``screen_exited`` signal to the ``Mob``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:221
msgid "Head back to the 3D viewport by clicking on the *3D* label at the top of the editor. You can also press :kbd:`Ctrl + F2` (:kbd:`Alt + 2` on macOS)."
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:219
msgid "Head back to the 3D viewport by clicking on the *3D* label at the top of the editor. You can also press :kbd:`Ctrl + F2` (:kbd:`Opt + 2` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:224
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:222
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341
msgid "image8"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:226
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:224
msgid "Select the :ref:`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>` node and on the right side of the interface, navigate to the *Node* dock. Double-click the ``screen_exited()`` signal."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:229
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:227
msgid "|image9|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:344
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342
msgid "image9"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:231
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:229
msgid "Connect the signal to the ``Mob``"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:233
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:231
msgid "|image10|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:345
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343
msgid "image10"
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:235
msgid "This will take you back to the script editor and add a new function for you, ``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the ``queue_free()`` method. This function destroys the instance it's called on."
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:233
msgid "This will add a new function for you in your mob script, ``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the ``queue_free()`` method. This function destroys the instance it's called on."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:254
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:252
msgid "Our monster is ready to enter the game! In the next part, you will spawn monsters in the game level."
msgstr ""
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:257
#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:255
msgid "Here is the complete ``Mob.gd`` script for reference."
msgstr ""

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