From ac7047ebe1751cdce7c22aafb376e3335e226452 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 20 Jun 2024 18:03:43 +0200 Subject: [PATCH] Sync Sphinx and Weblate templates with current docs (4.3) --- docs | 2 +- .../about/complying_with_licenses.pot | 209 +- sphinx/templates/about/docs_changelog.pot | 454 +- sphinx/templates/about/faq.pot | 342 +- sphinx/templates/about/introduction.pot | 50 +- sphinx/templates/about/list_of_features.pot | 848 +- sphinx/templates/about/release_policy.pot | 237 +- .../templates/about/system_requirements.pot | 6 +- .../community/asset_library/index.pot | 6 +- .../asset_library/submitting_to_assetlib.pot | 39 +- .../asset_library/using_assetlib.pot | 19 +- .../asset_library/what_is_assetlib.pot | 4 +- sphinx/templates/community/channels.pot | 6 +- sphinx/templates/community/tutorials.pot | 112 +- ...best_practices_for_engine_contributors.pot | 4 +- .../development/code_style_guidelines.pot | 310 +- 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.../shaders/your_first_shader/index.pot | 12 +- .../your_first_2d_shader.pot | 24 +- .../your_first_3d_shader.pot | 4 +- .../your_second_3d_shader.pot | 4 +- .../templates/tutorials/troubleshooting.pot | 65 +- .../tutorials/ui/bbcode_in_richtextlabel.pot | 858 +- .../tutorials/ui/control_node_gallery.pot | 4 +- .../tutorials/ui/custom_gui_controls.pot | 4 +- .../templates/tutorials/ui/gui_containers.pot | 6 +- .../templates/tutorials/ui/gui_navigation.pot | 4 +- .../templates/tutorials/ui/gui_skinning.pot | 4 +- .../ui/gui_theme_type_variations.pot | 4 +- .../tutorials/ui/gui_using_fonts.pot | 15 +- .../tutorials/ui/gui_using_theme_editor.pot | 6 +- sphinx/templates/tutorials/ui/index.pot | 42 +- .../tutorials/ui/size_and_anchors.pot | 4 +- .../tutorials/xr/a_better_xr_start_script.pot | 197 + .../templates/tutorials/xr/ar_passthrough.pot | 202 + .../tutorials/xr/basic_xr_locomotion.pot | 4 +- .../tutorials/xr/deploying_to_android.pot | 36 +- sphinx/templates/tutorials/xr/index.pot | 18 +- .../tutorials/xr/introducing_xr_tools.pot | 4 +- .../xr/openxr_composition_layers.pot | 189 + .../tutorials/xr/openxr_hand_tracking.pot | 4 +- .../tutorials/xr/openxr_passthrough.pot | 105 - .../tutorials/xr/openxr_settings.pot | 329 + .../templates/tutorials/xr/setting_up_xr.pot | 4 +- .../templates/tutorials/xr/xr_action_map.pot | 4 +- .../templates/tutorials/xr/xr_next_steps.pot | 69 + .../templates/tutorials/xr/xr_room_scale.pot | 6 +- templates_list.txt | 16 +- weblate/docs.pot | 21986 +++++++++------- 474 files changed, 26946 insertions(+), 18465 deletions(-) create mode 100644 sphinx/templates/contributing/development/core_and_modules/scripting_development.pot create mode 100644 sphinx/templates/contributing/development/handling_compatibility_breakages.pot create mode 100644 sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot create mode 100644 sphinx/templates/tutorials/platform/web/javascript_bridge.pot create mode 100644 sphinx/templates/tutorials/rendering/compositor.pot create mode 100644 sphinx/templates/tutorials/scripting/c_sharp/diagnostics/GD0003.pot create mode 100644 sphinx/templates/tutorials/xr/a_better_xr_start_script.pot create mode 100644 sphinx/templates/tutorials/xr/ar_passthrough.pot create mode 100644 sphinx/templates/tutorials/xr/openxr_composition_layers.pot delete mode 100644 sphinx/templates/tutorials/xr/openxr_passthrough.pot create mode 100644 sphinx/templates/tutorials/xr/openxr_settings.pot create mode 100644 sphinx/templates/tutorials/xr/xr_next_steps.pot diff --git a/docs b/docs index 0f7eaa9dae..5f8cafd474 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit 0f7eaa9daec94fff69f12f6ddd13955d86f03c9e +Subproject commit 5f8cafd47477c10bbb1974aa139d0cde9b585c4d diff --git a/sphinx/templates/about/complying_with_licenses.pot b/sphinx/templates/about/complying_with_licenses.pot index c2a617a84a..859904cbc6 100644 --- a/sphinx/templates/about/complying_with_licenses.pot +++ b/sphinx/templates/about/complying_with_licenses.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_. 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 `_. 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 `." 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`" -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`" -msgstr "" - -#: ../../docs/about/complying_with_licenses.rst:79 -msgid ":ref:`Engine.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`" -msgstr "" - -#: ../../docs/about/complying_with_licenses.rst:85 -msgid ":ref:`Engine.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() ` 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() ` 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 ` 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 `_. 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`" 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`" msgstr "" #: ../../docs/about/complying_with_licenses.rst:139 -msgid "FreeType" +msgid ":ref:`Engine.get_copyright_info`" msgstr "" -#: ../../docs/about/complying_with_licenses.rst:141 -msgid "Godot uses `FreeType `_ 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 © 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 `_, which is compatible with, but not covered by Godot's MIT license." msgstr "" -#: ../../docs/about/complying_with_licenses.rst:149 -msgid " 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 `_ file." msgstr "" -#: ../../docs/about/complying_with_licenses.rst:157 -msgid "Godot includes the `ENet `_ 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 `_. 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 `, 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/:0 diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 88a11cfdb9..aaed9323bc 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,819 +16,819 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/about/docs_changelog.rst:4 +#: ../../docs/about/docs_changelog.rst:6 msgid "Documentation changelog" msgstr "" -#: ../../docs/about/docs_changelog.rst:6 +#: ../../docs/about/docs_changelog.rst:8 msgid "The documentation is continually being improved. New releases include new pages, fixes and updates to existing pages, and many updates to the :ref:`class reference `. Below is a list of new pages added since version 3.0." msgstr "" -#: ../../docs/about/docs_changelog.rst:11 +#: ../../docs/about/docs_changelog.rst:13 msgid "This document only contains new pages so not all changes are reflected, many pages have been substantially updated but are not reflected in this document." msgstr "" -#: ../../docs/about/docs_changelog.rst:15 +#: ../../docs/about/docs_changelog.rst:17 msgid "New pages since version 4.1" msgstr "" -#: ../../docs/about/docs_changelog.rst:18 +#: ../../docs/about/docs_changelog.rst:20 msgid "C#" msgstr "" -#: ../../docs/about/docs_changelog.rst:20 +#: ../../docs/about/docs_changelog.rst:22 msgid ":ref:`doc_c_sharp_diagnostics`" msgstr "" -#: ../../docs/about/docs_changelog.rst:23 -#: ../../docs/about/docs_changelog.rst:46 -#: ../../docs/about/docs_changelog.rst:95 -#: ../../docs/about/docs_changelog.rst:198 +#: ../../docs/about/docs_changelog.rst:25 +#: ../../docs/about/docs_changelog.rst:48 +#: ../../docs/about/docs_changelog.rst:97 +#: ../../docs/about/docs_changelog.rst:200 msgid "Development" msgstr "" -#: ../../docs/about/docs_changelog.rst:25 +#: ../../docs/about/docs_changelog.rst:27 msgid ":ref:`doc_2d_coordinate_systems`" msgstr "" -#: ../../docs/about/docs_changelog.rst:28 -#: ../../docs/about/docs_changelog.rst:52 -#: ../../docs/about/docs_changelog.rst:100 +#: ../../docs/about/docs_changelog.rst:30 +#: ../../docs/about/docs_changelog.rst:54 +#: ../../docs/about/docs_changelog.rst:102 msgid "Migrating" msgstr "" -#: ../../docs/about/docs_changelog.rst:30 +#: ../../docs/about/docs_changelog.rst:32 msgid ":ref:`doc_upgrading_to_godot_4.2`" msgstr "" -#: ../../docs/about/docs_changelog.rst:33 +#: ../../docs/about/docs_changelog.rst:35 msgid "I/O" msgstr "" -#: ../../docs/about/docs_changelog.rst:35 +#: ../../docs/about/docs_changelog.rst:37 msgid ":ref:`doc_runtime_loading_and_saving`" msgstr "" -#: ../../docs/about/docs_changelog.rst:38 -#: ../../docs/about/docs_changelog.rst:229 -#: ../../docs/about/docs_changelog.rst:430 +#: ../../docs/about/docs_changelog.rst:40 +#: ../../docs/about/docs_changelog.rst:231 +#: ../../docs/about/docs_changelog.rst:432 msgid "Platform-specific" msgstr "" -#: ../../docs/about/docs_changelog.rst:40 +#: ../../docs/about/docs_changelog.rst:42 msgid ":ref:`doc_android_library`" msgstr "" -#: ../../docs/about/docs_changelog.rst:43 +#: ../../docs/about/docs_changelog.rst:45 msgid "New pages since version 4.0" msgstr "" -#: ../../docs/about/docs_changelog.rst:48 +#: ../../docs/about/docs_changelog.rst:50 msgid ":ref:`doc_internal_rendering_architecture`" msgstr "" -#: ../../docs/about/docs_changelog.rst:49 +#: ../../docs/about/docs_changelog.rst:51 msgid ":ref:`doc_using_sanitizers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:54 +#: ../../docs/about/docs_changelog.rst:56 msgid ":ref:`doc_upgrading_to_godot_4.1`" msgstr "" -#: ../../docs/about/docs_changelog.rst:57 -#: ../../docs/about/docs_changelog.rst:105 -#: ../../docs/about/docs_changelog.rst:236 -#: ../../docs/about/docs_changelog.rst:387 +#: ../../docs/about/docs_changelog.rst:59 +#: ../../docs/about/docs_changelog.rst:107 +#: ../../docs/about/docs_changelog.rst:238 +#: ../../docs/about/docs_changelog.rst:389 msgid "Physics" msgstr "" -#: ../../docs/about/docs_changelog.rst:59 +#: ../../docs/about/docs_changelog.rst:61 msgid ":ref:`doc_troubleshooting_physics_issues`" msgstr "" -#: ../../docs/about/docs_changelog.rst:62 +#: ../../docs/about/docs_changelog.rst:64 msgid "New pages since version 3.6" msgstr "" -#: ../../docs/about/docs_changelog.rst:65 -#: ../../docs/about/docs_changelog.rst:269 -#: ../../docs/about/docs_changelog.rst:374 +#: ../../docs/about/docs_changelog.rst:67 +#: ../../docs/about/docs_changelog.rst:271 +#: ../../docs/about/docs_changelog.rst:376 msgid "2D" msgstr "" -#: ../../docs/about/docs_changelog.rst:67 +#: ../../docs/about/docs_changelog.rst:69 msgid ":ref:`doc_2d_antialiasing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:70 -#: ../../docs/about/docs_changelog.rst:143 -#: ../../docs/about/docs_changelog.rst:174 -#: ../../docs/about/docs_changelog.rst:380 +#: ../../docs/about/docs_changelog.rst:72 +#: ../../docs/about/docs_changelog.rst:145 +#: ../../docs/about/docs_changelog.rst:176 +#: ../../docs/about/docs_changelog.rst:382 msgid "3D" msgstr "" -#: ../../docs/about/docs_changelog.rst:72 +#: ../../docs/about/docs_changelog.rst:74 msgid ":ref:`doc_3d_antialiasing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:73 +#: ../../docs/about/docs_changelog.rst:75 msgid ":ref:`doc_faking_global_illumination`" msgstr "" -#: ../../docs/about/docs_changelog.rst:74 +#: ../../docs/about/docs_changelog.rst:76 msgid ":ref:`doc_introduction_to_global_illumination`" msgstr "" -#: ../../docs/about/docs_changelog.rst:75 +#: ../../docs/about/docs_changelog.rst:77 msgid ":ref:`doc_mesh_lod`" msgstr "" -#: ../../docs/about/docs_changelog.rst:76 +#: ../../docs/about/docs_changelog.rst:78 msgid ":ref:`doc_occlusion_culling`" msgstr "" -#: ../../docs/about/docs_changelog.rst:77 +#: ../../docs/about/docs_changelog.rst:79 msgid ":ref:`doc_using_sdfgi`" msgstr "" -#: ../../docs/about/docs_changelog.rst:78 +#: ../../docs/about/docs_changelog.rst:80 msgid ":ref:`doc_using_decals`" msgstr "" -#: ../../docs/about/docs_changelog.rst:79 +#: ../../docs/about/docs_changelog.rst:81 msgid ":ref:`doc_visibility_ranges`" msgstr "" -#: ../../docs/about/docs_changelog.rst:80 +#: ../../docs/about/docs_changelog.rst:82 msgid ":ref:`doc_volumetric_fog`" msgstr "" -#: ../../docs/about/docs_changelog.rst:81 +#: ../../docs/about/docs_changelog.rst:83 msgid ":ref:`doc_variable_rate_shading`" msgstr "" -#: ../../docs/about/docs_changelog.rst:82 +#: ../../docs/about/docs_changelog.rst:84 msgid ":ref:`doc_physical_light_and_camera_units`" msgstr "" -#: ../../docs/about/docs_changelog.rst:85 -#: ../../docs/about/docs_changelog.rst:148 -#: ../../docs/about/docs_changelog.rst:393 +#: ../../docs/about/docs_changelog.rst:87 +#: ../../docs/about/docs_changelog.rst:150 +#: ../../docs/about/docs_changelog.rst:395 msgid "Animation" msgstr "" -#: ../../docs/about/docs_changelog.rst:87 +#: ../../docs/about/docs_changelog.rst:89 msgid ":ref:`doc_creating_movies`" msgstr "" -#: ../../docs/about/docs_changelog.rst:90 +#: ../../docs/about/docs_changelog.rst:92 msgid "Assets pipeline" msgstr "" -#: ../../docs/about/docs_changelog.rst:92 +#: ../../docs/about/docs_changelog.rst:94 msgid ":ref:`doc_retargeting_3d_skeletons`" msgstr "" -#: ../../docs/about/docs_changelog.rst:97 +#: ../../docs/about/docs_changelog.rst:99 msgid ":ref:`doc_custom_platform_ports`" msgstr "" -#: ../../docs/about/docs_changelog.rst:102 +#: ../../docs/about/docs_changelog.rst:104 msgid ":ref:`doc_upgrading_to_godot_4`" msgstr "" -#: ../../docs/about/docs_changelog.rst:107 +#: ../../docs/about/docs_changelog.rst:109 msgid ":ref:`doc_large_world_coordinates`" msgstr "" -#: ../../docs/about/docs_changelog.rst:110 -#: ../../docs/about/docs_changelog.rst:247 -#: ../../docs/about/docs_changelog.rst:353 +#: ../../docs/about/docs_changelog.rst:112 +#: ../../docs/about/docs_changelog.rst:249 +#: ../../docs/about/docs_changelog.rst:355 msgid "Scripting" msgstr "" -#: ../../docs/about/docs_changelog.rst:112 +#: ../../docs/about/docs_changelog.rst:114 msgid ":ref:`doc_custom_performance_monitors`" msgstr "" -#: ../../docs/about/docs_changelog.rst:113 +#: ../../docs/about/docs_changelog.rst:115 msgid ":ref:`doc_c_sharp_collections`" msgstr "" -#: ../../docs/about/docs_changelog.rst:114 +#: ../../docs/about/docs_changelog.rst:116 msgid ":ref:`doc_c_sharp_global_classes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:115 +#: ../../docs/about/docs_changelog.rst:117 msgid ":ref:`doc_c_sharp_variant`" msgstr "" -#: ../../docs/about/docs_changelog.rst:118 -#: ../../docs/about/docs_changelog.rst:242 +#: ../../docs/about/docs_changelog.rst:120 +#: ../../docs/about/docs_changelog.rst:244 msgid "Shaders" msgstr "" -#: ../../docs/about/docs_changelog.rst:120 +#: ../../docs/about/docs_changelog.rst:122 msgid ":ref:`doc_compute_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:123 +#: ../../docs/about/docs_changelog.rst:125 msgid "Workflow" msgstr "" -#: ../../docs/about/docs_changelog.rst:125 +#: ../../docs/about/docs_changelog.rst:127 msgid ":ref:`doc_pr_review_guidelines`" msgstr "" -#: ../../docs/about/docs_changelog.rst:128 +#: ../../docs/about/docs_changelog.rst:130 msgid "XR" msgstr "" -#: ../../docs/about/docs_changelog.rst:130 +#: ../../docs/about/docs_changelog.rst:132 msgid ":ref:`doc_introducing_xr_tools`" msgstr "" -#: ../../docs/about/docs_changelog.rst:131 +#: ../../docs/about/docs_changelog.rst:133 msgid ":ref:`doc_xr_action_map`" msgstr "" -#: ../../docs/about/docs_changelog.rst:132 +#: ../../docs/about/docs_changelog.rst:134 msgid ":ref:`doc_deploying_to_android`" msgstr "" -#: ../../docs/about/docs_changelog.rst:135 +#: ../../docs/about/docs_changelog.rst:137 msgid "New pages since version 3.5" msgstr "" -#: ../../docs/about/docs_changelog.rst:137 +#: ../../docs/about/docs_changelog.rst:139 msgid "None." msgstr "" -#: ../../docs/about/docs_changelog.rst:140 +#: ../../docs/about/docs_changelog.rst:142 msgid "New pages since version 3.4" msgstr "" -#: ../../docs/about/docs_changelog.rst:145 +#: ../../docs/about/docs_changelog.rst:147 msgid ":ref:`doc_3d_text`" msgstr "" -#: ../../docs/about/docs_changelog.rst:150 +#: ../../docs/about/docs_changelog.rst:152 msgid ":ref:`doc_playing_videos`" msgstr "" -#: ../../docs/about/docs_changelog.rst:153 -#: ../../docs/about/docs_changelog.rst:208 +#: ../../docs/about/docs_changelog.rst:155 +#: ../../docs/about/docs_changelog.rst:210 msgid "Editor" msgstr "" -#: ../../docs/about/docs_changelog.rst:155 +#: ../../docs/about/docs_changelog.rst:157 msgid ":ref:`doc_managing_editor_features`" msgstr "" -#: ../../docs/about/docs_changelog.rst:158 +#: ../../docs/about/docs_changelog.rst:160 msgid "New pages since version 3.3" msgstr "" -#: ../../docs/about/docs_changelog.rst:161 +#: ../../docs/about/docs_changelog.rst:163 msgid "C++" msgstr "" -#: ../../docs/about/docs_changelog.rst:163 +#: ../../docs/about/docs_changelog.rst:165 msgid ":ref:`doc_cpp_usage_guidelines`" msgstr "" -#: ../../docs/about/docs_changelog.rst:166 +#: ../../docs/about/docs_changelog.rst:168 msgid "GDScript" msgstr "" -#: ../../docs/about/docs_changelog.rst:168 +#: ../../docs/about/docs_changelog.rst:170 msgid ":ref:`doc_gdscript_documentation_comments`" msgstr "" -#: ../../docs/about/docs_changelog.rst:171 +#: ../../docs/about/docs_changelog.rst:173 msgid "New pages since version 3.2" msgstr "" -#: ../../docs/about/docs_changelog.rst:176 +#: ../../docs/about/docs_changelog.rst:178 msgid ":ref:`doc_3d_rendering_limitations`" msgstr "" -#: ../../docs/about/docs_changelog.rst:179 +#: ../../docs/about/docs_changelog.rst:181 msgid "About" msgstr "" -#: ../../docs/about/docs_changelog.rst:181 +#: ../../docs/about/docs_changelog.rst:183 msgid ":ref:`doc_troubleshooting`" msgstr "" -#: ../../docs/about/docs_changelog.rst:182 +#: ../../docs/about/docs_changelog.rst:184 msgid ":ref:`doc_list_of_features`" msgstr "" -#: ../../docs/about/docs_changelog.rst:183 +#: ../../docs/about/docs_changelog.rst:185 msgid ":ref:`doc_release_policy`" msgstr "" -#: ../../docs/about/docs_changelog.rst:186 +#: ../../docs/about/docs_changelog.rst:188 msgid "Best practices" msgstr "" -#: ../../docs/about/docs_changelog.rst:188 +#: ../../docs/about/docs_changelog.rst:190 msgid ":ref:`doc_version_control_systems`" msgstr "" -#: ../../docs/about/docs_changelog.rst:191 +#: ../../docs/about/docs_changelog.rst:193 msgid "Community" msgstr "" -#: ../../docs/about/docs_changelog.rst:193 +#: ../../docs/about/docs_changelog.rst:195 msgid ":ref:`doc_best_practices_for_engine_contributors`" msgstr "" -#: ../../docs/about/docs_changelog.rst:194 +#: ../../docs/about/docs_changelog.rst:196 msgid ":ref:`doc_bisecting_regressions`" msgstr "" -#: ../../docs/about/docs_changelog.rst:195 +#: ../../docs/about/docs_changelog.rst:197 msgid ":ref:`doc_editor_and_docs_localization`" msgstr "" -#: ../../docs/about/docs_changelog.rst:200 +#: ../../docs/about/docs_changelog.rst:202 msgid ":ref:`doc_introduction_to_editor_development`" msgstr "" -#: ../../docs/about/docs_changelog.rst:201 +#: ../../docs/about/docs_changelog.rst:203 msgid ":ref:`doc_editor_style_guide`" msgstr "" -#: ../../docs/about/docs_changelog.rst:202 +#: ../../docs/about/docs_changelog.rst:204 msgid ":ref:`doc_common_engine_methods_and_macros`" msgstr "" -#: ../../docs/about/docs_changelog.rst:203 +#: ../../docs/about/docs_changelog.rst:205 msgid ":ref:`doc_vulkan_validation_layers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:204 +#: ../../docs/about/docs_changelog.rst:206 msgid ":ref:`doc_gdscript_grammar`" msgstr "" -#: ../../docs/about/docs_changelog.rst:205 +#: ../../docs/about/docs_changelog.rst:207 msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" msgstr "" -#: ../../docs/about/docs_changelog.rst:210 +#: ../../docs/about/docs_changelog.rst:212 msgid ":ref:`doc_default_key_mapping`" msgstr "" -#: ../../docs/about/docs_changelog.rst:211 +#: ../../docs/about/docs_changelog.rst:213 msgid ":ref:`doc_using_the_web_editor`" msgstr "" -#: ../../docs/about/docs_changelog.rst:214 +#: ../../docs/about/docs_changelog.rst:216 msgid "Export" msgstr "" -#: ../../docs/about/docs_changelog.rst:216 +#: ../../docs/about/docs_changelog.rst:218 msgid ":ref:`doc_exporting_for_dedicated_servers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:219 +#: ../../docs/about/docs_changelog.rst:221 msgid "Input" msgstr "" -#: ../../docs/about/docs_changelog.rst:221 +#: ../../docs/about/docs_changelog.rst:223 msgid ":ref:`doc_controllers_gamepads_joysticks`" msgstr "" -#: ../../docs/about/docs_changelog.rst:224 -#: ../../docs/about/docs_changelog.rst:280 +#: ../../docs/about/docs_changelog.rst:226 +#: ../../docs/about/docs_changelog.rst:282 msgid "Math" msgstr "" -#: ../../docs/about/docs_changelog.rst:226 +#: ../../docs/about/docs_changelog.rst:228 msgid ":ref:`doc_random_number_generation`" msgstr "" -#: ../../docs/about/docs_changelog.rst:231 +#: ../../docs/about/docs_changelog.rst:233 msgid ":ref:`doc_plugins_for_ios`" msgstr "" -#: ../../docs/about/docs_changelog.rst:232 +#: ../../docs/about/docs_changelog.rst:234 msgid ":ref:`doc_ios_plugin`" msgstr "" -#: ../../docs/about/docs_changelog.rst:233 +#: ../../docs/about/docs_changelog.rst:235 msgid ":ref:`doc_html5_shell_classref`" msgstr "" -#: ../../docs/about/docs_changelog.rst:238 +#: ../../docs/about/docs_changelog.rst:240 msgid ":ref:`doc_collision_shapes_2d`" msgstr "" -#: ../../docs/about/docs_changelog.rst:239 +#: ../../docs/about/docs_changelog.rst:241 msgid ":ref:`doc_collision_shapes_3d`" msgstr "" -#: ../../docs/about/docs_changelog.rst:244 +#: ../../docs/about/docs_changelog.rst:246 msgid ":ref:`doc_shaders_style_guide`" msgstr "" -#: ../../docs/about/docs_changelog.rst:249 +#: ../../docs/about/docs_changelog.rst:251 msgid ":ref:`doc_debugger_panel`" msgstr "" -#: ../../docs/about/docs_changelog.rst:250 +#: ../../docs/about/docs_changelog.rst:252 msgid ":ref:`doc_creating_script_templates`" msgstr "" -#: ../../docs/about/docs_changelog.rst:251 +#: ../../docs/about/docs_changelog.rst:253 msgid ":ref:`doc_evaluating_expressions`" msgstr "" -#: ../../docs/about/docs_changelog.rst:252 +#: ../../docs/about/docs_changelog.rst:254 msgid ":ref:`doc_what_is_gdextension`" msgstr "" -#: ../../docs/about/docs_changelog.rst:253 +#: ../../docs/about/docs_changelog.rst:255 msgid ":ref:`doc_gdscript_warning_system` (split from :ref:`doc_gdscript_static_typing`)" msgstr "" -#: ../../docs/about/docs_changelog.rst:256 +#: ../../docs/about/docs_changelog.rst:258 msgid "User Interface (UI)" msgstr "" -#: ../../docs/about/docs_changelog.rst:258 +#: ../../docs/about/docs_changelog.rst:260 msgid ":ref:`doc_control_node_gallery`" msgstr "" -#: ../../docs/about/docs_changelog.rst:261 +#: ../../docs/about/docs_changelog.rst:263 msgid "New pages since version 3.1" msgstr "" -#: ../../docs/about/docs_changelog.rst:264 -#: ../../docs/about/docs_changelog.rst:358 +#: ../../docs/about/docs_changelog.rst:266 +#: ../../docs/about/docs_changelog.rst:360 msgid "Project workflow" msgstr "" -#: ../../docs/about/docs_changelog.rst:266 +#: ../../docs/about/docs_changelog.rst:268 msgid ":ref:`doc_android_gradle_build`" msgstr "" -#: ../../docs/about/docs_changelog.rst:271 +#: ../../docs/about/docs_changelog.rst:273 msgid ":ref:`doc_2d_sprite_animation`" msgstr "" -#: ../../docs/about/docs_changelog.rst:274 +#: ../../docs/about/docs_changelog.rst:276 msgid "Audio" msgstr "" -#: ../../docs/about/docs_changelog.rst:276 +#: ../../docs/about/docs_changelog.rst:278 msgid ":ref:`doc_recording_with_microphone`" msgstr "" -#: ../../docs/about/docs_changelog.rst:277 +#: ../../docs/about/docs_changelog.rst:279 msgid ":ref:`doc_sync_with_audio`" msgstr "" -#: ../../docs/about/docs_changelog.rst:282 +#: ../../docs/about/docs_changelog.rst:284 msgid ":ref:`doc_beziers_and_curves`" msgstr "" -#: ../../docs/about/docs_changelog.rst:283 +#: ../../docs/about/docs_changelog.rst:285 msgid ":ref:`doc_interpolation`" msgstr "" -#: ../../docs/about/docs_changelog.rst:286 +#: ../../docs/about/docs_changelog.rst:288 msgid "Inputs" msgstr "" -#: ../../docs/about/docs_changelog.rst:288 +#: ../../docs/about/docs_changelog.rst:290 msgid ":ref:`doc_input_examples`" msgstr "" -#: ../../docs/about/docs_changelog.rst:291 +#: ../../docs/about/docs_changelog.rst:293 msgid "Internationalization" msgstr "" -#: ../../docs/about/docs_changelog.rst:293 +#: ../../docs/about/docs_changelog.rst:295 msgid ":ref:`doc_localization_using_gettext`" msgstr "" -#: ../../docs/about/docs_changelog.rst:296 -#: ../../docs/about/docs_changelog.rst:410 +#: ../../docs/about/docs_changelog.rst:298 +#: ../../docs/about/docs_changelog.rst:412 msgid "Shading" msgstr "" -#: ../../docs/about/docs_changelog.rst:301 +#: ../../docs/about/docs_changelog.rst:303 msgid "Your First Shader Series:" msgstr "" -#: ../../docs/about/docs_changelog.rst:299 -#: ../../docs/about/docs_changelog.rst:417 +#: ../../docs/about/docs_changelog.rst:301 +#: ../../docs/about/docs_changelog.rst:419 msgid ":ref:`doc_introduction_to_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:300 +#: ../../docs/about/docs_changelog.rst:302 msgid ":ref:`doc_your_first_canvasitem_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:301 +#: ../../docs/about/docs_changelog.rst:303 msgid ":ref:`doc_your_first_spatial_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:302 +#: ../../docs/about/docs_changelog.rst:304 msgid ":ref:`doc_your_second_spatial_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:303 +#: ../../docs/about/docs_changelog.rst:305 msgid ":ref:`doc_visual_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:306 +#: ../../docs/about/docs_changelog.rst:308 msgid "Networking" msgstr "" -#: ../../docs/about/docs_changelog.rst:308 +#: ../../docs/about/docs_changelog.rst:310 msgid ":ref:`doc_webrtc`" msgstr "" -#: ../../docs/about/docs_changelog.rst:311 -#: ../../docs/about/docs_changelog.rst:424 +#: ../../docs/about/docs_changelog.rst:313 +#: ../../docs/about/docs_changelog.rst:426 msgid "Plugins" msgstr "" -#: ../../docs/about/docs_changelog.rst:313 +#: ../../docs/about/docs_changelog.rst:315 msgid ":ref:`doc_android_plugin`" msgstr "" -#: ../../docs/about/docs_changelog.rst:314 +#: ../../docs/about/docs_changelog.rst:316 msgid ":ref:`doc_inspector_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:315 +#: ../../docs/about/docs_changelog.rst:317 msgid ":ref:`doc_visual_shader_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:318 -#: ../../docs/about/docs_changelog.rst:435 +#: ../../docs/about/docs_changelog.rst:320 +#: ../../docs/about/docs_changelog.rst:437 msgid "Multi-threading" msgstr "" -#: ../../docs/about/docs_changelog.rst:320 +#: ../../docs/about/docs_changelog.rst:322 msgid ":ref:`doc_using_multiple_threads`" msgstr "" -#: ../../docs/about/docs_changelog.rst:323 -#: ../../docs/about/docs_changelog.rst:440 +#: ../../docs/about/docs_changelog.rst:325 +#: ../../docs/about/docs_changelog.rst:442 msgid "Creating content" msgstr "" -#: ../../docs/about/docs_changelog.rst:330 +#: ../../docs/about/docs_changelog.rst:332 msgid "Procedural geometry series:" msgstr "" -#: ../../docs/about/docs_changelog.rst:326 +#: ../../docs/about/docs_changelog.rst:328 msgid ":ref:`Procedural geometry `" msgstr "" -#: ../../docs/about/docs_changelog.rst:327 +#: ../../docs/about/docs_changelog.rst:329 msgid ":ref:`doc_arraymesh`" msgstr "" -#: ../../docs/about/docs_changelog.rst:328 +#: ../../docs/about/docs_changelog.rst:330 msgid ":ref:`doc_surfacetool`" msgstr "" -#: ../../docs/about/docs_changelog.rst:329 +#: ../../docs/about/docs_changelog.rst:331 msgid ":ref:`doc_meshdatatool`" msgstr "" -#: ../../docs/about/docs_changelog.rst:330 +#: ../../docs/about/docs_changelog.rst:332 msgid ":ref:`doc_immediatemesh`" msgstr "" -#: ../../docs/about/docs_changelog.rst:333 +#: ../../docs/about/docs_changelog.rst:335 msgid "Optimization" msgstr "" -#: ../../docs/about/docs_changelog.rst:335 +#: ../../docs/about/docs_changelog.rst:337 msgid ":ref:`doc_using_multimesh`" msgstr "" -#: ../../docs/about/docs_changelog.rst:336 +#: ../../docs/about/docs_changelog.rst:338 msgid ":ref:`doc_using_servers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:339 +#: ../../docs/about/docs_changelog.rst:341 msgid "Legal" msgstr "" -#: ../../docs/about/docs_changelog.rst:341 +#: ../../docs/about/docs_changelog.rst:343 msgid ":ref:`doc_complying_with_licenses`" msgstr "" -#: ../../docs/about/docs_changelog.rst:344 +#: ../../docs/about/docs_changelog.rst:346 msgid "New pages since version 3.0" msgstr "" -#: ../../docs/about/docs_changelog.rst:347 +#: ../../docs/about/docs_changelog.rst:349 msgid "Step by step" msgstr "" -#: ../../docs/about/docs_changelog.rst:349 +#: ../../docs/about/docs_changelog.rst:351 msgid ":ref:`doc_signals`" msgstr "" -#: ../../docs/about/docs_changelog.rst:350 +#: ../../docs/about/docs_changelog.rst:352 msgid "Exporting" msgstr "" -#: ../../docs/about/docs_changelog.rst:355 +#: ../../docs/about/docs_changelog.rst:357 msgid ":ref:`doc_gdscript_static_typing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:360 +#: ../../docs/about/docs_changelog.rst:362 msgid "Best Practices:" msgstr "" -#: ../../docs/about/docs_changelog.rst:362 +#: ../../docs/about/docs_changelog.rst:364 msgid ":ref:`doc_introduction_best_practices`" msgstr "" -#: ../../docs/about/docs_changelog.rst:363 +#: ../../docs/about/docs_changelog.rst:365 msgid ":ref:`doc_what_are_godot_classes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:364 +#: ../../docs/about/docs_changelog.rst:366 msgid ":ref:`doc_scene_organization`" msgstr "" -#: ../../docs/about/docs_changelog.rst:365 +#: ../../docs/about/docs_changelog.rst:367 msgid ":ref:`doc_scenes_versus_scripts`" msgstr "" -#: ../../docs/about/docs_changelog.rst:366 +#: ../../docs/about/docs_changelog.rst:368 msgid ":ref:`doc_autoloads_versus_internal_nodes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:367 +#: ../../docs/about/docs_changelog.rst:369 msgid ":ref:`doc_node_alternatives`" msgstr "" -#: ../../docs/about/docs_changelog.rst:368 +#: ../../docs/about/docs_changelog.rst:370 msgid ":ref:`doc_godot_interfaces`" msgstr "" -#: ../../docs/about/docs_changelog.rst:369 +#: ../../docs/about/docs_changelog.rst:371 msgid ":ref:`doc_godot_notifications`" msgstr "" -#: ../../docs/about/docs_changelog.rst:370 +#: ../../docs/about/docs_changelog.rst:372 msgid ":ref:`doc_data_preferences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:371 +#: ../../docs/about/docs_changelog.rst:373 msgid ":ref:`doc_logic_preferences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:376 +#: ../../docs/about/docs_changelog.rst:378 msgid ":ref:`doc_2d_lights_and_shadows`" msgstr "" -#: ../../docs/about/docs_changelog.rst:377 +#: ../../docs/about/docs_changelog.rst:379 msgid ":ref:`doc_2d_meshes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:382 +#: ../../docs/about/docs_changelog.rst:384 msgid ":ref:`doc_csg_tools`" msgstr "" -#: ../../docs/about/docs_changelog.rst:383 +#: ../../docs/about/docs_changelog.rst:385 msgid ":ref:`doc_animating_thousands_of_fish`" msgstr "" -#: ../../docs/about/docs_changelog.rst:384 +#: ../../docs/about/docs_changelog.rst:386 msgid ":ref:`doc_controlling_thousands_of_fish`" msgstr "" -#: ../../docs/about/docs_changelog.rst:389 +#: ../../docs/about/docs_changelog.rst:391 msgid ":ref:`doc_ragdoll_system`" msgstr "" -#: ../../docs/about/docs_changelog.rst:390 +#: ../../docs/about/docs_changelog.rst:392 msgid ":ref:`doc_soft_body`" msgstr "" -#: ../../docs/about/docs_changelog.rst:395 +#: ../../docs/about/docs_changelog.rst:397 msgid ":ref:`doc_2d_skeletons`" msgstr "" -#: ../../docs/about/docs_changelog.rst:396 +#: ../../docs/about/docs_changelog.rst:398 msgid ":ref:`doc_animation_tree`" msgstr "" -#: ../../docs/about/docs_changelog.rst:399 +#: ../../docs/about/docs_changelog.rst:401 msgid "GUI" msgstr "" -#: ../../docs/about/docs_changelog.rst:401 +#: ../../docs/about/docs_changelog.rst:403 msgid ":ref:`doc_gui_containers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:404 +#: ../../docs/about/docs_changelog.rst:406 msgid "Viewports" msgstr "" -#: ../../docs/about/docs_changelog.rst:406 +#: ../../docs/about/docs_changelog.rst:408 msgid ":ref:`doc_viewport_as_texture`" msgstr "" -#: ../../docs/about/docs_changelog.rst:407 +#: ../../docs/about/docs_changelog.rst:409 msgid ":ref:`doc_custom_postprocessing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:412 +#: ../../docs/about/docs_changelog.rst:414 msgid ":ref:`doc_converting_glsl_to_godot_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:413 +#: ../../docs/about/docs_changelog.rst:415 msgid ":ref:`doc_advanced_postprocessing`" msgstr "" -#: ../../docs/about/docs_changelog.rst:415 +#: ../../docs/about/docs_changelog.rst:417 msgid "Shading Reference:" msgstr "" -#: ../../docs/about/docs_changelog.rst:418 +#: ../../docs/about/docs_changelog.rst:420 msgid ":ref:`doc_shading_language`" msgstr "" -#: ../../docs/about/docs_changelog.rst:419 +#: ../../docs/about/docs_changelog.rst:421 msgid ":ref:`doc_spatial_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:420 +#: ../../docs/about/docs_changelog.rst:422 msgid ":ref:`doc_canvas_item_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:421 +#: ../../docs/about/docs_changelog.rst:423 msgid ":ref:`doc_particle_shader`" msgstr "" -#: ../../docs/about/docs_changelog.rst:426 +#: ../../docs/about/docs_changelog.rst:428 msgid ":ref:`doc_making_main_screen_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:427 +#: ../../docs/about/docs_changelog.rst:429 msgid ":ref:`doc_3d_gizmo_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:432 +#: ../../docs/about/docs_changelog.rst:434 msgid ":ref:`doc_customizing_html5_shell`" msgstr "" -#: ../../docs/about/docs_changelog.rst:437 +#: ../../docs/about/docs_changelog.rst:439 msgid ":ref:`doc_thread_safe_apis`" msgstr "" -#: ../../docs/about/docs_changelog.rst:442 +#: ../../docs/about/docs_changelog.rst:444 msgid ":ref:`doc_making_trees`" msgstr "" -#: ../../docs/about/docs_changelog.rst:445 +#: ../../docs/about/docs_changelog.rst:447 msgid "Miscellaneous" msgstr "" -#: ../../docs/about/docs_changelog.rst:447 +#: ../../docs/about/docs_changelog.rst:449 msgid ":ref:`doc_jitter_stutter`" msgstr "" -#: ../../docs/about/docs_changelog.rst:448 +#: ../../docs/about/docs_changelog.rst:450 msgid ":ref:`doc_running_code_in_the_editor`" msgstr "" -#: ../../docs/about/docs_changelog.rst:449 +#: ../../docs/about/docs_changelog.rst:451 msgid ":ref:`doc_change_scenes_manually`" msgstr "" -#: ../../docs/about/docs_changelog.rst:452 +#: ../../docs/about/docs_changelog.rst:454 msgid "Compiling" msgstr "" -#: ../../docs/about/docs_changelog.rst:454 +#: ../../docs/about/docs_changelog.rst:456 msgid ":ref:`doc_optimizing_for_size`" msgstr "" -#: ../../docs/about/docs_changelog.rst:455 +#: ../../docs/about/docs_changelog.rst:457 msgid ":ref:`doc_compiling_with_script_encryption_key`" msgstr "" -#: ../../docs/about/docs_changelog.rst:458 +#: ../../docs/about/docs_changelog.rst:460 msgid "Engine development" msgstr "" -#: ../../docs/about/docs_changelog.rst:460 +#: ../../docs/about/docs_changelog.rst:462 msgid ":ref:`doc_binding_to_external_libraries`" msgstr "" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 7b2ef157a8..5ea66ef89b 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_ available under the `OSI-approved `_ 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 `_) 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 `_ as well as the `LICENSE.txt `_ and `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 `_." 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 `__ (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 `__ (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 ` and :ref:`compiling Godot yourself `." 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 ` 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 `__ 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 `_ and `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 `." 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 `__ 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 `__, 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 ` 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 `_" 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 `__ 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 `__ (all platforms), `Scoop `__ (Windows), `Homebrew `__ (macOS) or `Flathub `__ (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 ` 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 `__ 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 ` 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 ` 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 `_ 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 `_." 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 `." 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 `_. 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 `_. 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 `_. 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 `_ 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 ` 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 `__ and `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 `, but you can still :ref:`use Godot to create non-game applications by using the editor `." 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 `__ 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 `). 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 `__." 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 `_." msgstr "" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 33227a552c..f96a1da534 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` page lists video tutorials contributed by the community. If you prefer video to text, consider checking them out. Otherwise, :ref:`Getting Started ` 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 `, especially the Godot `Discord`_ community and `Forum `_." 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 `. 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 `_ 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 ` 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 `_ 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 `_." 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 ` and :ref:`Writing documentation `, or get in touch with the `Documentation team `_ on `Godot Contributors Chat `_." 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 `_) 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 "" diff --git a/sphinx/templates/about/list_of_features.pot b/sphinx/templates/about/list_of_features.pot index 7075d72857..bd5c9dc2f7 100644 --- a/sphinx/templates/about/list_of_features.pot +++ b/sphinx/templates/about/list_of_features.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,1654 +16,1654 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/about/list_of_features.rst:4 +#: ../../docs/about/list_of_features.rst:6 msgid "List of features" msgstr "" -#: ../../docs/about/list_of_features.rst:6 +#: ../../docs/about/list_of_features.rst:8 msgid "This page aims to list **all** features currently supported by Godot." msgstr "" -#: ../../docs/about/list_of_features.rst:10 +#: ../../docs/about/list_of_features.rst:12 msgid "This page lists features supported by the current stable version of Godot. Some of these features may not be available in the `LTS release series (3.x) `__." msgstr "" -#: ../../docs/about/list_of_features.rst:15 +#: ../../docs/about/list_of_features.rst:17 msgid "Platforms" msgstr "" -#: ../../docs/about/list_of_features.rst:19 +#: ../../docs/about/list_of_features.rst:21 msgid "See :ref:`doc_system_requirements` for hardware and software version requirements." msgstr "" -#: ../../docs/about/list_of_features.rst:21 +#: ../../docs/about/list_of_features.rst:23 msgid "**Can run both the editor and exported projects:**" msgstr "" -#: ../../docs/about/list_of_features.rst:23 +#: ../../docs/about/list_of_features.rst:25 msgid "Windows (x86, 64-bit and 32-bit)." msgstr "" -#: ../../docs/about/list_of_features.rst:24 +#: ../../docs/about/list_of_features.rst:26 msgid "macOS (x86 and ARM, 64-bit only)." msgstr "" -#: ../../docs/about/list_of_features.rst:25 +#: ../../docs/about/list_of_features.rst:27 msgid "Linux (x86 and ARM, 64-bit and 32-bit)." msgstr "" -#: ../../docs/about/list_of_features.rst:27 +#: ../../docs/about/list_of_features.rst:29 msgid "Binaries are statically linked and can run on any distribution if compiled on an old enough base distribution." msgstr "" -#: ../../docs/about/list_of_features.rst:29 +#: ../../docs/about/list_of_features.rst:31 msgid "Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across common Linux distributions (including LTS variants)." msgstr "" -#: ../../docs/about/list_of_features.rst:34 +#: ../../docs/about/list_of_features.rst:36 msgid "Android (editor support is experimental)." msgstr "" -#: ../../docs/about/list_of_features.rst:35 +#: ../../docs/about/list_of_features.rst:37 msgid ":ref:`Web browsers `. Experimental in 4.0, using Godot 3.x is recommended instead when targeting HTML5." msgstr "" -#: ../../docs/about/list_of_features.rst:38 +#: ../../docs/about/list_of_features.rst:40 msgid "**Runs exported projects:**" msgstr "" -#: ../../docs/about/list_of_features.rst:40 +#: ../../docs/about/list_of_features.rst:42 msgid "iOS." msgstr "" -#: ../../docs/about/list_of_features.rst:41 +#: ../../docs/about/list_of_features.rst:43 msgid ":ref:`Consoles `." msgstr "" -#: ../../docs/about/list_of_features.rst:43 +#: ../../docs/about/list_of_features.rst:45 msgid "Godot aims to be as platform-independent as possible and can be :ref:`ported to new platforms ` with relative ease." msgstr "" -#: ../../docs/about/list_of_features.rst:48 +#: ../../docs/about/list_of_features.rst:50 msgid "Projects written in C# using Godot 4 currently cannot be exported to the web platform. To use C# on that platform, consider Godot 3 instead. Android and iOS platform support is available as of Godot 4.2, but is experimental and :ref:`some limitations apply `." msgstr "" -#: ../../docs/about/list_of_features.rst:54 +#: ../../docs/about/list_of_features.rst:56 msgid "Editor" msgstr "" -#: ../../docs/about/list_of_features.rst:56 -#: ../../docs/about/list_of_features.rst:494 +#: ../../docs/about/list_of_features.rst:58 +#: ../../docs/about/list_of_features.rst:496 msgid "**Features:**" msgstr "" -#: ../../docs/about/list_of_features.rst:58 +#: ../../docs/about/list_of_features.rst:60 msgid "Scene tree editor." msgstr "" -#: ../../docs/about/list_of_features.rst:59 +#: ../../docs/about/list_of_features.rst:61 msgid "Built-in script editor." msgstr "" -#: ../../docs/about/list_of_features.rst:60 +#: ../../docs/about/list_of_features.rst:62 msgid "Support for :ref:`external script editors ` such as Visual Studio Code or Vim." msgstr "" -#: ../../docs/about/list_of_features.rst:62 +#: ../../docs/about/list_of_features.rst:64 msgid "GDScript :ref:`debugger `." msgstr "" -#: ../../docs/about/list_of_features.rst:64 +#: ../../docs/about/list_of_features.rst:66 msgid "Support for debugging in threads is available since 4.2." msgstr "" -#: ../../docs/about/list_of_features.rst:65 +#: ../../docs/about/list_of_features.rst:67 msgid "Visual profiler with CPU and GPU time indications for each step of the rendering pipeline." msgstr "" -#: ../../docs/about/list_of_features.rst:67 +#: ../../docs/about/list_of_features.rst:69 msgid "Performance monitoring tools, including :ref:`custom performance monitors `." msgstr "" -#: ../../docs/about/list_of_features.rst:69 +#: ../../docs/about/list_of_features.rst:71 msgid "Live script reloading." msgstr "" -#: ../../docs/about/list_of_features.rst:70 +#: ../../docs/about/list_of_features.rst:72 msgid "Live scene editing." msgstr "" -#: ../../docs/about/list_of_features.rst:72 +#: ../../docs/about/list_of_features.rst:74 msgid "Changes will reflect in the editor and will be kept after closing the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:74 +#: ../../docs/about/list_of_features.rst:76 msgid "Remote inspector." msgstr "" -#: ../../docs/about/list_of_features.rst:76 +#: ../../docs/about/list_of_features.rst:78 msgid "Changes won't reflect in the editor and won't be kept after closing the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:78 +#: ../../docs/about/list_of_features.rst:80 msgid "Live camera replication." msgstr "" -#: ../../docs/about/list_of_features.rst:80 +#: ../../docs/about/list_of_features.rst:82 msgid "Move the in-editor camera and see the result in the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:82 +#: ../../docs/about/list_of_features.rst:84 msgid "Built-in offline class reference documentation." msgstr "" -#: ../../docs/about/list_of_features.rst:83 +#: ../../docs/about/list_of_features.rst:85 msgid "Use the editor in dozens of languages contributed by the community." msgstr "" -#: ../../docs/about/list_of_features.rst:85 +#: ../../docs/about/list_of_features.rst:87 msgid "**Plugins:**" msgstr "" -#: ../../docs/about/list_of_features.rst:87 +#: ../../docs/about/list_of_features.rst:89 msgid "Editor plugins can be downloaded from the :ref:`asset library ` to extend editor functionality." msgstr "" -#: ../../docs/about/list_of_features.rst:89 +#: ../../docs/about/list_of_features.rst:91 msgid ":ref:`Create your own plugins ` using GDScript to add new features or speed up your workflow." msgstr "" -#: ../../docs/about/list_of_features.rst:91 +#: ../../docs/about/list_of_features.rst:93 msgid ":ref:`Download projects from the asset library ` in the Project Manager and import them directly." msgstr "" -#: ../../docs/about/list_of_features.rst:95 +#: ../../docs/about/list_of_features.rst:97 msgid "Rendering" msgstr "" -#: ../../docs/about/list_of_features.rst:97 +#: ../../docs/about/list_of_features.rst:99 msgid "3 rendering *methods* (running over 2 rendering *drivers*) are available:" msgstr "" -#: ../../docs/about/list_of_features.rst:99 +#: ../../docs/about/list_of_features.rst:101 msgid "**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 features). The most advanced graphics backend, suited for desktop platforms only. Used by default on desktop platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:102 +#: ../../docs/about/list_of_features.rst:104 msgid "**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 features). Less features, but renders simple scenes faster. Suited for mobile and desktop platforms. Used by default on mobile platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:105 +#: ../../docs/about/list_of_features.rst:107 msgid "**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The least advanced graphics backend, suited for low-end desktop and mobile platforms. Used by default on the web platform." msgstr "" -#: ../../docs/about/list_of_features.rst:110 +#: ../../docs/about/list_of_features.rst:112 msgid "2D graphics" msgstr "" -#: ../../docs/about/list_of_features.rst:112 +#: ../../docs/about/list_of_features.rst:114 msgid "Sprite, polygon and line rendering." msgstr "" -#: ../../docs/about/list_of_features.rst:114 +#: ../../docs/about/list_of_features.rst:116 msgid "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` and :ref:`class_Line2D`, with support for texturing." msgstr "" -#: ../../docs/about/list_of_features.rst:117 +#: ../../docs/about/list_of_features.rst:119 msgid "AnimatedSprite2D as a helper for creating animated sprites." msgstr "" -#: ../../docs/about/list_of_features.rst:118 +#: ../../docs/about/list_of_features.rst:120 msgid "Parallax layers." msgstr "" -#: ../../docs/about/list_of_features.rst:120 +#: ../../docs/about/list_of_features.rst:122 msgid "Pseudo-3D support including preview in the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:122 +#: ../../docs/about/list_of_features.rst:124 msgid ":ref:`2D lighting ` with normal maps and specular maps." msgstr "" -#: ../../docs/about/list_of_features.rst:124 +#: ../../docs/about/list_of_features.rst:126 msgid "Point (omni/spot) and directional 2D lights." msgstr "" -#: ../../docs/about/list_of_features.rst:125 +#: ../../docs/about/list_of_features.rst:127 msgid "Hard or soft shadows (adjustable on a per-light basis)." msgstr "" -#: ../../docs/about/list_of_features.rst:126 +#: ../../docs/about/list_of_features.rst:128 msgid "Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, which can be used for improved 2D lighting effects including 2D global illumination." msgstr "" -#: ../../docs/about/list_of_features.rst:130 +#: ../../docs/about/list_of_features.rst:132 msgid ":ref:`Font rendering ` using bitmaps, rasterization using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" -#: ../../docs/about/list_of_features.rst:133 +#: ../../docs/about/list_of_features.rst:135 msgid "Bitmap fonts can be exported using tools like BMFont, or imported from images (for fixed-width fonts only)." msgstr "" -#: ../../docs/about/list_of_features.rst:135 +#: ../../docs/about/list_of_features.rst:137 msgid "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" -#: ../../docs/about/list_of_features.rst:137 +#: ../../docs/about/list_of_features.rst:139 msgid "Dynamic fonts support optional font outlines with adjustable width and color." msgstr "" -#: ../../docs/about/list_of_features.rst:138 +#: ../../docs/about/list_of_features.rst:140 msgid "Dynamic fonts support variable fonts and OpenType features including ligatures." msgstr "" -#: ../../docs/about/list_of_features.rst:139 +#: ../../docs/about/list_of_features.rst:141 msgid "Dynamic fonts support simulated bold and italic when the font file lacks those styles." msgstr "" -#: ../../docs/about/list_of_features.rst:141 +#: ../../docs/about/list_of_features.rst:143 msgid "Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." msgstr "" -#: ../../docs/about/list_of_features.rst:142 +#: ../../docs/about/list_of_features.rst:144 msgid "Dynamic fonts support subpixel positioning to make fonts crisper at low sizes." msgstr "" -#: ../../docs/about/list_of_features.rst:143 +#: ../../docs/about/list_of_features.rst:145 msgid "Dynamic fonts support LCD subpixel optimizations to make fonts even crisper at low sizes." msgstr "" -#: ../../docs/about/list_of_features.rst:144 +#: ../../docs/about/list_of_features.rst:146 msgid "Signed distance field fonts can be scaled at any resolution without requiring re-rasterization. Multi-channel usage makes SDF fonts scale down to lower sizes better compared to monochrome SDF fonts." msgstr "" -#: ../../docs/about/list_of_features.rst:148 +#: ../../docs/about/list_of_features.rst:150 msgid "GPU-based :ref:`particles ` with support for :ref:`custom particle shaders `." msgstr "" -#: ../../docs/about/list_of_features.rst:150 -#: ../../docs/about/list_of_features.rst:340 +#: ../../docs/about/list_of_features.rst:152 +#: ../../docs/about/list_of_features.rst:342 msgid "CPU-based particles." msgstr "" -#: ../../docs/about/list_of_features.rst:151 +#: ../../docs/about/list_of_features.rst:153 msgid "Optional :ref:`2D HDR rendering ` for better glow capabilities." msgstr "" -#: ../../docs/about/list_of_features.rst:155 +#: ../../docs/about/list_of_features.rst:157 msgid "2D tools" msgstr "" -#: ../../docs/about/list_of_features.rst:157 +#: ../../docs/about/list_of_features.rst:159 msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" -#: ../../docs/about/list_of_features.rst:158 +#: ../../docs/about/list_of_features.rst:160 msgid "2D camera with built-in smoothing and drag margins." msgstr "" -#: ../../docs/about/list_of_features.rst:159 +#: ../../docs/about/list_of_features.rst:161 msgid "Path2D node to represent a path in 2D space." msgstr "" -#: ../../docs/about/list_of_features.rst:161 -#: ../../docs/about/list_of_features.rst:401 +#: ../../docs/about/list_of_features.rst:163 +#: ../../docs/about/list_of_features.rst:403 msgid "Can be drawn in the editor or generated procedurally." msgstr "" -#: ../../docs/about/list_of_features.rst:162 +#: ../../docs/about/list_of_features.rst:164 msgid "PathFollow2D node to make nodes follow a Path2D." msgstr "" -#: ../../docs/about/list_of_features.rst:164 +#: ../../docs/about/list_of_features.rst:166 msgid ":ref:`2D geometry helper class `." msgstr "" -#: ../../docs/about/list_of_features.rst:167 -msgid "2D physics" -msgstr "" - #: ../../docs/about/list_of_features.rst:169 -#: ../../docs/about/list_of_features.rst:411 -msgid "**Physics bodies:**" +msgid "2D physics" msgstr "" #: ../../docs/about/list_of_features.rst:171 #: ../../docs/about/list_of_features.rst:413 -msgid "Static bodies." -msgstr "" - -#: ../../docs/about/list_of_features.rst:172 -#: ../../docs/about/list_of_features.rst:414 -msgid "Animatable bodies (for objects moving only by script or animation, such as doors and platforms)." +msgid "**Physics bodies:**" msgstr "" #: ../../docs/about/list_of_features.rst:173 #: ../../docs/about/list_of_features.rst:415 -msgid "Rigid bodies." +msgid "Static bodies." msgstr "" #: ../../docs/about/list_of_features.rst:174 #: ../../docs/about/list_of_features.rst:416 -msgid "Character bodies." +msgid "Animatable bodies (for objects moving only by script or animation, such as doors and platforms)." msgstr "" #: ../../docs/about/list_of_features.rst:175 -#: ../../docs/about/list_of_features.rst:418 -msgid "Joints." +#: ../../docs/about/list_of_features.rst:417 +msgid "Rigid bodies." msgstr "" #: ../../docs/about/list_of_features.rst:176 -#: ../../docs/about/list_of_features.rst:421 -msgid "Areas to detect bodies entering or leaving it." +#: ../../docs/about/list_of_features.rst:418 +msgid "Character bodies." +msgstr "" + +#: ../../docs/about/list_of_features.rst:177 +#: ../../docs/about/list_of_features.rst:420 +msgid "Joints." msgstr "" #: ../../docs/about/list_of_features.rst:178 #: ../../docs/about/list_of_features.rst:423 -msgid "**Collision detection:**" +msgid "Areas to detect bodies entering or leaving it." msgstr "" #: ../../docs/about/list_of_features.rst:180 +#: ../../docs/about/list_of_features.rst:425 +msgid "**Collision detection:**" +msgstr "" + +#: ../../docs/about/list_of_features.rst:182 msgid "Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." msgstr "" -#: ../../docs/about/list_of_features.rst:181 +#: ../../docs/about/list_of_features.rst:183 msgid "Collision polygons (can be drawn manually or generated from a sprite in the editor)." msgstr "" -#: ../../docs/about/list_of_features.rst:184 +#: ../../docs/about/list_of_features.rst:186 msgid "3D graphics" msgstr "" -#: ../../docs/about/list_of_features.rst:186 +#: ../../docs/about/list_of_features.rst:188 msgid "HDR rendering with sRGB." msgstr "" -#: ../../docs/about/list_of_features.rst:187 +#: ../../docs/about/list_of_features.rst:189 msgid "Perspective, orthographic and frustum-offset cameras." msgstr "" -#: ../../docs/about/list_of_features.rst:188 +#: ../../docs/about/list_of_features.rst:190 msgid "When using the Forward+ backend, a depth prepass is used to improve performance in complex scenes by reducing the cost of overdraw." msgstr "" -#: ../../docs/about/list_of_features.rst:190 +#: ../../docs/about/list_of_features.rst:192 msgid ":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward Mobile." msgstr "" -#: ../../docs/about/list_of_features.rst:192 +#: ../../docs/about/list_of_features.rst:194 msgid "**Physically-based rendering (built-in material features):**" msgstr "" -#: ../../docs/about/list_of_features.rst:194 +#: ../../docs/about/list_of_features.rst:196 msgid "Follows the Disney PBR model." msgstr "" -#: ../../docs/about/list_of_features.rst:195 +#: ../../docs/about/list_of_features.rst:197 msgid "Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse shading modes." msgstr "" -#: ../../docs/about/list_of_features.rst:196 +#: ../../docs/about/list_of_features.rst:198 msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." msgstr "" -#: ../../docs/about/list_of_features.rst:197 +#: ../../docs/about/list_of_features.rst:199 msgid "Uses a roughness-metallic workflow with support for ORM textures." msgstr "" -#: ../../docs/about/list_of_features.rst:198 +#: ../../docs/about/list_of_features.rst:200 msgid "Uses horizon specular occlusion (Filament model) to improve material appearance." msgstr "" -#: ../../docs/about/list_of_features.rst:199 +#: ../../docs/about/list_of_features.rst:201 msgid "Normal mapping." msgstr "" -#: ../../docs/about/list_of_features.rst:200 +#: ../../docs/about/list_of_features.rst:202 msgid "Parallax/relief mapping with automatic level of detail based on distance." msgstr "" -#: ../../docs/about/list_of_features.rst:201 +#: ../../docs/about/list_of_features.rst:203 msgid "Detail mapping for the albedo and normal maps." msgstr "" -#: ../../docs/about/list_of_features.rst:202 +#: ../../docs/about/list_of_features.rst:204 msgid "Sub-surface scattering and transmittance." msgstr "" -#: ../../docs/about/list_of_features.rst:203 +#: ../../docs/about/list_of_features.rst:205 msgid "Screen-space refraction with support for material roughness (resulting in blurry refraction)." msgstr "" -#: ../../docs/about/list_of_features.rst:204 +#: ../../docs/about/list_of_features.rst:206 msgid "Proximity fade (soft particles) and distance fade." msgstr "" -#: ../../docs/about/list_of_features.rst:205 +#: ../../docs/about/list_of_features.rst:207 msgid "Distance fade can use alpha blending or dithering to avoid going through the transparent pipeline." msgstr "" -#: ../../docs/about/list_of_features.rst:207 +#: ../../docs/about/list_of_features.rst:209 msgid "Dithering can be determined on a per-pixel or per-object basis." msgstr "" -#: ../../docs/about/list_of_features.rst:209 +#: ../../docs/about/list_of_features.rst:211 msgid "**Real-time lighting:**" msgstr "" -#: ../../docs/about/list_of_features.rst:211 +#: ../../docs/about/list_of_features.rst:213 msgid "Directional lights (sun/moon). Up to 4 per scene." msgstr "" -#: ../../docs/about/list_of_features.rst:212 +#: ../../docs/about/list_of_features.rst:214 msgid "Omnidirectional lights." msgstr "" -#: ../../docs/about/list_of_features.rst:213 +#: ../../docs/about/list_of_features.rst:215 msgid "Spot lights with adjustable cone angle and attenuation." msgstr "" -#: ../../docs/about/list_of_features.rst:214 +#: ../../docs/about/list_of_features.rst:216 msgid "Specular, indirect light, and volumetric fog energy can be adjusted on a per-light basis." msgstr "" -#: ../../docs/about/list_of_features.rst:215 +#: ../../docs/about/list_of_features.rst:217 msgid "Adjustable light \"size\" for fake area lights (will also make shadows blurrier)." msgstr "" -#: ../../docs/about/list_of_features.rst:216 +#: ../../docs/about/list_of_features.rst:218 msgid "Optional distance fade system to fade distant lights and their shadows, improving performance." msgstr "" -#: ../../docs/about/list_of_features.rst:217 +#: ../../docs/about/list_of_features.rst:219 msgid "When using the Forward+ backend (default on desktop), lights are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of lights that can be used on a mesh." msgstr "" -#: ../../docs/about/list_of_features.rst:220 +#: ../../docs/about/list_of_features.rst:222 msgid "When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights can be displayed per mesh resource. Baked lighting can be used to overcome this limit if needed." msgstr "" -#: ../../docs/about/list_of_features.rst:224 +#: ../../docs/about/list_of_features.rst:226 msgid "**Shadow mapping:**" msgstr "" -#: ../../docs/about/list_of_features.rst:226 +#: ../../docs/about/list_of_features.rst:228 msgid "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports blending between splits." msgstr "" -#: ../../docs/about/list_of_features.rst:228 +#: ../../docs/about/list_of_features.rst:230 msgid "*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). Supports colored projector textures in the form of panoramas." msgstr "" -#: ../../docs/about/list_of_features.rst:230 +#: ../../docs/about/list_of_features.rst:232 msgid "*SpotLight:* Single texture. Supports colored projector textures." msgstr "" -#: ../../docs/about/list_of_features.rst:231 +#: ../../docs/about/list_of_features.rst:233 msgid "Shadow normal offset bias and shadow pancaking to decrease the amount of visible shadow acne and peter-panning." msgstr "" -#: ../../docs/about/list_of_features.rst:233 +#: ../../docs/about/list_of_features.rst:235 msgid ":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the light size and distance from the surface the shadow is cast on." msgstr "" -#: ../../docs/about/list_of_features.rst:235 +#: ../../docs/about/list_of_features.rst:237 msgid "Adjustable shadow blur on a per-light basis." msgstr "" -#: ../../docs/about/list_of_features.rst:237 +#: ../../docs/about/list_of_features.rst:239 msgid "**Global illumination with indirect lighting:**" msgstr "" -#: ../../docs/about/list_of_features.rst:239 +#: ../../docs/about/list_of_features.rst:241 msgid ":ref:`Baked lightmaps ` (fast, but can't be updated at run-time)." msgstr "" -#: ../../docs/about/list_of_features.rst:241 +#: ../../docs/about/list_of_features.rst:243 msgid "Supports baking indirect light only or baking both direct and indirect lighting. The bake mode can be adjusted on a per-light basis to allow for hybrid light baking setups." msgstr "" -#: ../../docs/about/list_of_features.rst:244 +#: ../../docs/about/list_of_features.rst:246 msgid "Supports lighting dynamic objects using automatic and manually placed probes." msgstr "" -#: ../../docs/about/list_of_features.rst:245 +#: ../../docs/about/list_of_features.rst:247 msgid "Optionally supports directional lighting and rough reflections based on spherical harmonics." msgstr "" -#: ../../docs/about/list_of_features.rst:247 +#: ../../docs/about/list_of_features.rst:249 msgid "Lightmaps are baked on the GPU using compute shaders (much faster compared to CPU lightmapping). Baking can only be performed from the editor, not in exported projects." msgstr "" -#: ../../docs/about/list_of_features.rst:250 +#: ../../docs/about/list_of_features.rst:252 msgid "Supports GPU-based :ref:`denoising ` with JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" -#: ../../docs/about/list_of_features.rst:253 +#: ../../docs/about/list_of_features.rst:255 msgid ":ref:`Voxel-based GI probes `. Supports dynamic lights *and* dynamic occluders, while also supporting reflections. Requires a fast baking step which can be performed in the editor or at run-time (including from an exported project)." msgstr "" -#: ../../docs/about/list_of_features.rst:257 +#: ../../docs/about/list_of_features.rst:259 msgid ":ref:`Signed-distance field GI ` designed for large open worlds. Supports dynamic lights, but not dynamic occluders. Supports reflections. No baking required." msgstr "" -#: ../../docs/about/list_of_features.rst:260 +#: ../../docs/about/list_of_features.rst:262 msgid ":ref:`Screen-space indirect lighting (SSIL) ` at half or full resolution. Fully real-time and supports any kind of emissive light source (including decals)." msgstr "" -#: ../../docs/about/list_of_features.rst:263 +#: ../../docs/about/list_of_features.rst:265 msgid "VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half resolution to improve performance (while still having functional MSAA support)." msgstr "" -#: ../../docs/about/list_of_features.rst:266 +#: ../../docs/about/list_of_features.rst:268 msgid "**Reflections:**" msgstr "" -#: ../../docs/about/list_of_features.rst:268 +#: ../../docs/about/list_of_features.rst:270 msgid "Voxel-based reflections (when using GI probes) and SDF-based reflections (when using signed distance field GI). Voxel-based reflections are visible on transparent surfaces, while rough SDF-based reflections are visible on transparent surfaces." msgstr "" -#: ../../docs/about/list_of_features.rst:272 +#: ../../docs/about/list_of_features.rst:274 msgid "Fast baked reflections or slow real-time reflections using ReflectionProbe. Parallax box correction can optionally be enabled." msgstr "" -#: ../../docs/about/list_of_features.rst:274 +#: ../../docs/about/list_of_features.rst:276 msgid "Screen-space reflections with support for material roughness." msgstr "" -#: ../../docs/about/list_of_features.rst:275 +#: ../../docs/about/list_of_features.rst:277 msgid "Reflection techniques can be mixed together for greater accuracy or scalability." msgstr "" -#: ../../docs/about/list_of_features.rst:276 +#: ../../docs/about/list_of_features.rst:278 msgid "When using the Forward+ backend (default on desktop), reflection probes are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh." msgstr "" -#: ../../docs/about/list_of_features.rst:279 +#: ../../docs/about/list_of_features.rst:281 msgid "When using the Forward Mobile backend, up to 8 reflection probes can be displayed per mesh resource." msgstr "" -#: ../../docs/about/list_of_features.rst:282 +#: ../../docs/about/list_of_features.rst:284 msgid "**Decals:**" msgstr "" -#: ../../docs/about/list_of_features.rst:284 +#: ../../docs/about/list_of_features.rst:286 msgid ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion Roughness Metallic)`, and normal mapping." msgstr "" -#: ../../docs/about/list_of_features.rst:286 +#: ../../docs/about/list_of_features.rst:288 msgid "Texture channels are smoothly overlaid on top of the underlying material, with support for normal/ORM-only decals." msgstr "" -#: ../../docs/about/list_of_features.rst:288 +#: ../../docs/about/list_of_features.rst:290 msgid "Support for normal fade to fade the decal depending on its incidence angle." msgstr "" -#: ../../docs/about/list_of_features.rst:289 +#: ../../docs/about/list_of_features.rst:291 msgid "Does not rely on run-time mesh generation. This means decals can be used on complex skinned meshes with no performance penalty, even if the decal moves every frame." msgstr "" -#: ../../docs/about/list_of_features.rst:291 +#: ../../docs/about/list_of_features.rst:293 msgid "Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally)." msgstr "" -#: ../../docs/about/list_of_features.rst:292 +#: ../../docs/about/list_of_features.rst:294 msgid "Optional distance fade system to fade distant decals, improving performance." msgstr "" -#: ../../docs/about/list_of_features.rst:293 +#: ../../docs/about/list_of_features.rst:295 msgid "When using the Forward+ backend (default on desktop), decals are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of decals that can be used on a mesh." msgstr "" -#: ../../docs/about/list_of_features.rst:296 +#: ../../docs/about/list_of_features.rst:298 msgid "When using the Forward Mobile backend, up to 8 decals can be displayed per mesh resource." msgstr "" -#: ../../docs/about/list_of_features.rst:299 +#: ../../docs/about/list_of_features.rst:301 msgid "**Sky:**" msgstr "" -#: ../../docs/about/list_of_features.rst:301 +#: ../../docs/about/list_of_features.rst:303 msgid "Panorama sky (using an HDRI)." msgstr "" -#: ../../docs/about/list_of_features.rst:302 +#: ../../docs/about/list_of_features.rst:304 msgid "Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene." msgstr "" -#: ../../docs/about/list_of_features.rst:303 +#: ../../docs/about/list_of_features.rst:305 msgid "Support for :ref:`custom sky shaders `, which can be animated." msgstr "" -#: ../../docs/about/list_of_features.rst:304 +#: ../../docs/about/list_of_features.rst:306 msgid "The radiance map used for ambient and specular light can be updated in real-time depending on the quality settings chosen." msgstr "" -#: ../../docs/about/list_of_features.rst:307 +#: ../../docs/about/list_of_features.rst:309 msgid "**Fog:**" msgstr "" -#: ../../docs/about/list_of_features.rst:309 +#: ../../docs/about/list_of_features.rst:311 msgid "Exponential depth fog." msgstr "" -#: ../../docs/about/list_of_features.rst:310 +#: ../../docs/about/list_of_features.rst:312 msgid "Exponential height fog." msgstr "" -#: ../../docs/about/list_of_features.rst:311 +#: ../../docs/about/list_of_features.rst:313 msgid "Support for automatic fog color depending on the sky color (aerial perspective)." msgstr "" -#: ../../docs/about/list_of_features.rst:312 +#: ../../docs/about/list_of_features.rst:314 msgid "Support for sun scattering in the fog." msgstr "" -#: ../../docs/about/list_of_features.rst:313 +#: ../../docs/about/list_of_features.rst:315 msgid "Support for controlling how much fog rendering should affect the sky, with separate controls for traditional and volumetric fog." msgstr "" -#: ../../docs/about/list_of_features.rst:315 +#: ../../docs/about/list_of_features.rst:317 msgid "Support for making specific materials ignore fog." msgstr "" -#: ../../docs/about/list_of_features.rst:317 +#: ../../docs/about/list_of_features.rst:319 msgid "**Volumetric fog:**" msgstr "" -#: ../../docs/about/list_of_features.rst:319 +#: ../../docs/about/list_of_features.rst:321 msgid "Global :ref:`volumetric fog ` that reacts to lights and shadows." msgstr "" -#: ../../docs/about/list_of_features.rst:320 +#: ../../docs/about/list_of_features.rst:322 msgid "Volumetric fog can take indirect light into account when using VoxelGI or SDFGI." msgstr "" -#: ../../docs/about/list_of_features.rst:321 +#: ../../docs/about/list_of_features.rst:323 msgid "Fog volume nodes that can be placed to add fog to specific areas (or remove fog from specific areas). Supported shapes include box, ellipse, cone, cylinder, and 3D texture-based density maps." msgstr "" -#: ../../docs/about/list_of_features.rst:323 +#: ../../docs/about/list_of_features.rst:325 msgid "Each fog volume can have its own custom shader." msgstr "" -#: ../../docs/about/list_of_features.rst:324 +#: ../../docs/about/list_of_features.rst:326 msgid "Can be used together with traditional fog." msgstr "" -#: ../../docs/about/list_of_features.rst:326 +#: ../../docs/about/list_of_features.rst:328 msgid "**Particles:**" msgstr "" -#: ../../docs/about/list_of_features.rst:328 +#: ../../docs/about/list_of_features.rst:330 msgid "GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D), attractors (3D only) and collision (2D + 3D)." msgstr "" -#: ../../docs/about/list_of_features.rst:331 +#: ../../docs/about/list_of_features.rst:333 msgid "3D particle attractor shapes supported: box, sphere and 3D vector fields." msgstr "" -#: ../../docs/about/list_of_features.rst:332 +#: ../../docs/about/list_of_features.rst:334 msgid "3D particle collision shapes supported: box, sphere, baked signed distance field and real-time heightmap (suited for open world weather effects)." msgstr "" -#: ../../docs/about/list_of_features.rst:334 +#: ../../docs/about/list_of_features.rst:336 msgid "2D particle collision is handled using a signed distance field generated in real-time based on :ref:`class_LightOccluder2D` nodes in the scene." msgstr "" -#: ../../docs/about/list_of_features.rst:336 +#: ../../docs/about/list_of_features.rst:338 msgid "Trails can use the built-in ribbon trail and tube trail meshes, or custom meshes with skeletons." msgstr "" -#: ../../docs/about/list_of_features.rst:338 +#: ../../docs/about/list_of_features.rst:340 msgid "Support for custom particle shaders with manual emission." msgstr "" -#: ../../docs/about/list_of_features.rst:342 +#: ../../docs/about/list_of_features.rst:344 msgid "**Post-processing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:344 +#: ../../docs/about/list_of_features.rst:346 msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." msgstr "" -#: ../../docs/about/list_of_features.rst:345 +#: ../../docs/about/list_of_features.rst:347 msgid "Automatic exposure adjustments based on viewport brightness (and manual exposure override)." msgstr "" -#: ../../docs/about/list_of_features.rst:346 +#: ../../docs/about/list_of_features.rst:348 msgid "Near and far depth of field with adjustable bokeh simulation (box, hexagon, circle)." msgstr "" -#: ../../docs/about/list_of_features.rst:347 +#: ../../docs/about/list_of_features.rst:349 msgid "Screen-space ambient occlusion (SSAO) at half or full resolution." msgstr "" -#: ../../docs/about/list_of_features.rst:348 +#: ../../docs/about/list_of_features.rst:350 msgid "Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace, Mix." msgstr "" -#: ../../docs/about/list_of_features.rst:350 +#: ../../docs/about/list_of_features.rst:352 msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" -#: ../../docs/about/list_of_features.rst:351 +#: ../../docs/about/list_of_features.rst:353 msgid "Glow can be :ref:`used as a screen-space blur effect `." msgstr "" -#: ../../docs/about/list_of_features.rst:352 +#: ../../docs/about/list_of_features.rst:354 msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." msgstr "" -#: ../../docs/about/list_of_features.rst:353 +#: ../../docs/about/list_of_features.rst:355 msgid "Roughness limiter to reduce the impact of specular aliasing." msgstr "" -#: ../../docs/about/list_of_features.rst:354 +#: ../../docs/about/list_of_features.rst:356 msgid "Brightness, contrast and saturation adjustments." msgstr "" -#: ../../docs/about/list_of_features.rst:356 +#: ../../docs/about/list_of_features.rst:358 msgid "**Texture filtering:**" msgstr "" -#: ../../docs/about/list_of_features.rst:358 +#: ../../docs/about/list_of_features.rst:360 msgid "Nearest, bilinear, trilinear or anisotropic filtering." msgstr "" -#: ../../docs/about/list_of_features.rst:359 +#: ../../docs/about/list_of_features.rst:361 msgid "Filtering options are defined on a per-use basis, not a per-texture basis." msgstr "" -#: ../../docs/about/list_of_features.rst:361 +#: ../../docs/about/list_of_features.rst:363 msgid "**Texture compression:**" msgstr "" -#: ../../docs/about/list_of_features.rst:363 +#: ../../docs/about/list_of_features.rst:365 msgid "Basis Universal (slow, but results in smaller files)." msgstr "" -#: ../../docs/about/list_of_features.rst:364 +#: ../../docs/about/list_of_features.rst:366 msgid "BPTC for high-quality compression (not supported on macOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:365 +#: ../../docs/about/list_of_features.rst:367 msgid "ETC2 (not supported on macOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:366 +#: ../../docs/about/list_of_features.rst:368 msgid "S3TC (not supported on mobile/Web platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:368 +#: ../../docs/about/list_of_features.rst:370 msgid "**Anti-aliasing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:370 +#: ../../docs/about/list_of_features.rst:372 msgid "Temporal :ref:`antialiasing ` (TAA)." msgstr "" -#: ../../docs/about/list_of_features.rst:371 +#: ../../docs/about/list_of_features.rst:373 msgid "AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing ` (FSR2), which can be used at native resolution as a form of high-quality temporal antialiasing." msgstr "" -#: ../../docs/about/list_of_features.rst:373 +#: ../../docs/about/list_of_features.rst:375 msgid "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :ref:`doc_3d_antialiasing`." msgstr "" -#: ../../docs/about/list_of_features.rst:374 +#: ../../docs/about/list_of_features.rst:376 msgid "Fast approximate antialiasing (FXAA)." msgstr "" -#: ../../docs/about/list_of_features.rst:375 +#: ../../docs/about/list_of_features.rst:377 msgid "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D resolution scale above 1.0." msgstr "" -#: ../../docs/about/list_of_features.rst:376 +#: ../../docs/about/list_of_features.rst:378 msgid "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-material basis." msgstr "" -#: ../../docs/about/list_of_features.rst:378 +#: ../../docs/about/list_of_features.rst:380 msgid "**Resolution scaling:**" msgstr "" -#: ../../docs/about/list_of_features.rst:380 +#: ../../docs/about/list_of_features.rst:382 msgid "Support for :ref:`rendering 3D at a lower resolution ` while keeping 2D rendering at the original scale. This can be used to improve performance on low-end systems or improve visuals on high-end systems." msgstr "" -#: ../../docs/about/list_of_features.rst:383 +#: ../../docs/about/list_of_features.rst:385 msgid "Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution 1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." msgstr "" -#: ../../docs/about/list_of_features.rst:385 +#: ../../docs/about/list_of_features.rst:387 msgid "Texture mipmap LOD bias is adjusted automatically to improve quality at lower resolution scales. It can also be modified with a manual offset." msgstr "" -#: ../../docs/about/list_of_features.rst:388 +#: ../../docs/about/list_of_features.rst:390 msgid "Most effects listed above can be adjusted for better performance or to further improve quality. This can be helpful when :ref:`using Godot for offline rendering `." msgstr "" -#: ../../docs/about/list_of_features.rst:393 +#: ../../docs/about/list_of_features.rst:395 msgid "3D tools" msgstr "" -#: ../../docs/about/list_of_features.rst:395 +#: ../../docs/about/list_of_features.rst:397 msgid "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, torus, ribbon, tube." msgstr "" -#: ../../docs/about/list_of_features.rst:396 +#: ../../docs/about/list_of_features.rst:398 msgid ":ref:`GridMaps ` for 3D tile-based level design." msgstr "" -#: ../../docs/about/list_of_features.rst:397 +#: ../../docs/about/list_of_features.rst:399 msgid ":ref:`Constructive solid geometry ` (intended for prototyping)." msgstr "" -#: ../../docs/about/list_of_features.rst:398 +#: ../../docs/about/list_of_features.rst:400 msgid "Tools for :ref:`procedural geometry generation `." msgstr "" -#: ../../docs/about/list_of_features.rst:399 +#: ../../docs/about/list_of_features.rst:401 msgid "Path3D node to represent a path in 3D space." msgstr "" -#: ../../docs/about/list_of_features.rst:402 +#: ../../docs/about/list_of_features.rst:404 msgid "PathFollow3D node to make nodes follow a Path3D." msgstr "" -#: ../../docs/about/list_of_features.rst:404 +#: ../../docs/about/list_of_features.rst:406 msgid ":ref:`3D geometry helper class `." msgstr "" -#: ../../docs/about/list_of_features.rst:405 +#: ../../docs/about/list_of_features.rst:407 msgid "Support for exporting the current scene as a glTF 2.0 file, both from the editor and at run-time from an exported project." msgstr "" -#: ../../docs/about/list_of_features.rst:409 +#: ../../docs/about/list_of_features.rst:411 msgid "3D physics" msgstr "" -#: ../../docs/about/list_of_features.rst:417 +#: ../../docs/about/list_of_features.rst:419 msgid "Vehicle bodies (intended for arcade physics, not simulation)." msgstr "" -#: ../../docs/about/list_of_features.rst:419 +#: ../../docs/about/list_of_features.rst:421 msgid "Soft bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:420 +#: ../../docs/about/list_of_features.rst:422 msgid "Ragdolls." msgstr "" -#: ../../docs/about/list_of_features.rst:425 +#: ../../docs/about/list_of_features.rst:427 msgid "Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite plane)." msgstr "" -#: ../../docs/about/list_of_features.rst:426 +#: ../../docs/about/list_of_features.rst:428 msgid "Generate triangle collision shapes for any mesh from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:427 +#: ../../docs/about/list_of_features.rst:429 msgid "Generate one or several convex collision shapes for any mesh from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:430 +#: ../../docs/about/list_of_features.rst:432 msgid "Shaders" msgstr "" -#: ../../docs/about/list_of_features.rst:432 +#: ../../docs/about/list_of_features.rst:434 msgid "*2D:* Custom vertex, fragment, and light shaders." msgstr "" -#: ../../docs/about/list_of_features.rst:433 +#: ../../docs/about/list_of_features.rst:435 msgid "*3D:* Custom vertex, fragment, light, and sky shaders." msgstr "" -#: ../../docs/about/list_of_features.rst:434 +#: ../../docs/about/list_of_features.rst:436 msgid "Text-based shaders using a :ref:`shader language inspired by GLSL `." msgstr "" -#: ../../docs/about/list_of_features.rst:435 +#: ../../docs/about/list_of_features.rst:437 msgid "Visual shader editor." msgstr "" -#: ../../docs/about/list_of_features.rst:437 +#: ../../docs/about/list_of_features.rst:439 msgid "Support for visual shader plugins." msgstr "" -#: ../../docs/about/list_of_features.rst:440 +#: ../../docs/about/list_of_features.rst:442 msgid "Scripting" msgstr "" -#: ../../docs/about/list_of_features.rst:442 +#: ../../docs/about/list_of_features.rst:444 msgid "**General:**" msgstr "" -#: ../../docs/about/list_of_features.rst:444 +#: ../../docs/about/list_of_features.rst:446 msgid "Object-oriented design pattern with scripts extending nodes." msgstr "" -#: ../../docs/about/list_of_features.rst:445 +#: ../../docs/about/list_of_features.rst:447 msgid "Signals and groups for communicating between scripts." msgstr "" -#: ../../docs/about/list_of_features.rst:446 +#: ../../docs/about/list_of_features.rst:448 msgid "Support for :ref:`cross-language scripting `." msgstr "" -#: ../../docs/about/list_of_features.rst:447 +#: ../../docs/about/list_of_features.rst:449 msgid "Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." msgstr "" -#: ../../docs/about/list_of_features.rst:449 +#: ../../docs/about/list_of_features.rst:451 msgid ":ref:`GDScript: `" msgstr "" -#: ../../docs/about/list_of_features.rst:451 +#: ../../docs/about/list_of_features.rst:453 msgid ":ref:`High-level interpreted language ` with :ref:`optional static typing `." msgstr "" -#: ../../docs/about/list_of_features.rst:453 +#: ../../docs/about/list_of_features.rst:455 msgid "Syntax inspired by Python. However, GDScript is **not** based on Python." msgstr "" -#: ../../docs/about/list_of_features.rst:454 +#: ../../docs/about/list_of_features.rst:456 msgid "Syntax highlighting is provided on GitHub." msgstr "" -#: ../../docs/about/list_of_features.rst:455 +#: ../../docs/about/list_of_features.rst:457 msgid ":ref:`Use threads ` to perform asynchronous actions or make use of multiple processor cores." msgstr "" -#: ../../docs/about/list_of_features.rst:458 +#: ../../docs/about/list_of_features.rst:460 msgid ":ref:`C#: `" msgstr "" -#: ../../docs/about/list_of_features.rst:460 +#: ../../docs/about/list_of_features.rst:462 msgid "Packaged in a separate binary to keep file sizes and dependencies down." msgstr "" -#: ../../docs/about/list_of_features.rst:461 +#: ../../docs/about/list_of_features.rst:463 msgid "Supports .NET 6 and higher." msgstr "" -#: ../../docs/about/list_of_features.rst:463 +#: ../../docs/about/list_of_features.rst:465 msgid "Full support for the C# 10.0 syntax and features." msgstr "" -#: ../../docs/about/list_of_features.rst:465 +#: ../../docs/about/list_of_features.rst:467 msgid "Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:468 +#: ../../docs/about/list_of_features.rst:470 msgid "On the Android platform only some architectures are supported: ``arm64`` and ``x64``." msgstr "" -#: ../../docs/about/list_of_features.rst:469 +#: ../../docs/about/list_of_features.rst:471 msgid "On the iOS platform only some architectures are supported: ``arm64``." msgstr "" -#: ../../docs/about/list_of_features.rst:470 +#: ../../docs/about/list_of_features.rst:472 msgid "The web platform is currently unsupported. To use C# on that platform, consider Godot 3 instead." msgstr "" -#: ../../docs/about/list_of_features.rst:473 +#: ../../docs/about/list_of_features.rst:475 msgid "Using an external editor is recommended to benefit from IDE functionality." msgstr "" -#: ../../docs/about/list_of_features.rst:475 +#: ../../docs/about/list_of_features.rst:477 msgid "**GDExtension (C, C++, Rust, D, ...):**" msgstr "" -#: ../../docs/about/list_of_features.rst:477 +#: ../../docs/about/list_of_features.rst:479 msgid "When you need it, link to native libraries for higher performance and third-party integrations." msgstr "" -#: ../../docs/about/list_of_features.rst:479 +#: ../../docs/about/list_of_features.rst:481 msgid "For scripting game logic, GDScript or C# are recommended if their performance is suitable." msgstr "" -#: ../../docs/about/list_of_features.rst:482 +#: ../../docs/about/list_of_features.rst:484 msgid "Official GDExtension bindings for `C `__ and `C++ `__." msgstr "" -#: ../../docs/about/list_of_features.rst:485 +#: ../../docs/about/list_of_features.rst:487 msgid "Use any build system and language features you wish." msgstr "" -#: ../../docs/about/list_of_features.rst:487 +#: ../../docs/about/list_of_features.rst:489 msgid "Actively developed GDExtension bindings for `D `__, `Haxe `__, `Swift `__, and `Rust `__ bindings provided by the community. (Some of these bindings may be experimental and not production-ready)." msgstr "" -#: ../../docs/about/list_of_features.rst:492 +#: ../../docs/about/list_of_features.rst:494 msgid "Audio" msgstr "" -#: ../../docs/about/list_of_features.rst:496 +#: ../../docs/about/list_of_features.rst:498 msgid "Mono, stereo, 5.1 and 7.1 output." msgstr "" -#: ../../docs/about/list_of_features.rst:497 +#: ../../docs/about/list_of_features.rst:499 msgid "Non-positional and positional playback in 2D and 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:499 +#: ../../docs/about/list_of_features.rst:501 msgid "Optional Doppler effect in 2D and 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:501 +#: ../../docs/about/list_of_features.rst:503 msgid "Support for re-routable :ref:`audio buses ` and effects with dozens of effects included." msgstr "" -#: ../../docs/about/list_of_features.rst:503 +#: ../../docs/about/list_of_features.rst:505 msgid "Support for polyphony (playing several sounds from a single AudioStreamPlayer node)." msgstr "" -#: ../../docs/about/list_of_features.rst:504 +#: ../../docs/about/list_of_features.rst:506 msgid "Support for random volume and pitch." msgstr "" -#: ../../docs/about/list_of_features.rst:505 +#: ../../docs/about/list_of_features.rst:507 msgid "Support for real-time pitch scaling." msgstr "" -#: ../../docs/about/list_of_features.rst:506 +#: ../../docs/about/list_of_features.rst:508 msgid "Support for sequential/random sample selection, including repetition prevention when using random sample selection." msgstr "" -#: ../../docs/about/list_of_features.rst:508 +#: ../../docs/about/list_of_features.rst:510 msgid "Listener2D and Listener3D nodes to listen from a position different than the camera." msgstr "" -#: ../../docs/about/list_of_features.rst:509 +#: ../../docs/about/list_of_features.rst:511 msgid "Support for :ref:`procedural audio generation `." msgstr "" -#: ../../docs/about/list_of_features.rst:510 +#: ../../docs/about/list_of_features.rst:512 msgid "Audio input to record microphones." msgstr "" -#: ../../docs/about/list_of_features.rst:511 +#: ../../docs/about/list_of_features.rst:513 msgid "MIDI input." msgstr "" -#: ../../docs/about/list_of_features.rst:513 +#: ../../docs/about/list_of_features.rst:515 msgid "No support for MIDI output yet." msgstr "" -#: ../../docs/about/list_of_features.rst:515 +#: ../../docs/about/list_of_features.rst:517 msgid "**APIs used:**" msgstr "" -#: ../../docs/about/list_of_features.rst:517 +#: ../../docs/about/list_of_features.rst:519 msgid "*Windows:* WASAPI." msgstr "" -#: ../../docs/about/list_of_features.rst:518 +#: ../../docs/about/list_of_features.rst:520 msgid "*macOS:* CoreAudio." msgstr "" -#: ../../docs/about/list_of_features.rst:519 +#: ../../docs/about/list_of_features.rst:521 msgid "*Linux:* PulseAudio or ALSA." msgstr "" -#: ../../docs/about/list_of_features.rst:522 +#: ../../docs/about/list_of_features.rst:524 msgid "Import" msgstr "" -#: ../../docs/about/list_of_features.rst:524 +#: ../../docs/about/list_of_features.rst:526 msgid "Support for :ref:`custom import plugins `." msgstr "" -#: ../../docs/about/list_of_features.rst:526 +#: ../../docs/about/list_of_features.rst:528 msgid "**Formats:**" msgstr "" -#: ../../docs/about/list_of_features.rst:528 +#: ../../docs/about/list_of_features.rst:530 msgid "*Images:* See :ref:`doc_importing_images`." msgstr "" -#: ../../docs/about/list_of_features.rst:529 +#: ../../docs/about/list_of_features.rst:531 msgid "*Audio:*" msgstr "" -#: ../../docs/about/list_of_features.rst:531 +#: ../../docs/about/list_of_features.rst:533 msgid "WAV with optional IMA-ADPCM compression." msgstr "" -#: ../../docs/about/list_of_features.rst:532 +#: ../../docs/about/list_of_features.rst:534 msgid "Ogg Vorbis." msgstr "" -#: ../../docs/about/list_of_features.rst:533 +#: ../../docs/about/list_of_features.rst:535 msgid "MP3." msgstr "" -#: ../../docs/about/list_of_features.rst:535 +#: ../../docs/about/list_of_features.rst:537 msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." msgstr "" -#: ../../docs/about/list_of_features.rst:537 +#: ../../docs/about/list_of_features.rst:539 msgid "glTF 2.0 *(recommended)*." msgstr "" -#: ../../docs/about/list_of_features.rst:538 +#: ../../docs/about/list_of_features.rst:540 msgid "``.blend`` (by calling Blender's glTF export functionality transparently)." msgstr "" -#: ../../docs/about/list_of_features.rst:539 +#: ../../docs/about/list_of_features.rst:541 msgid "FBX (by calling `FBX2glTF `__ transparently)." msgstr "" -#: ../../docs/about/list_of_features.rst:540 +#: ../../docs/about/list_of_features.rst:542 msgid "Collada (.dae)." msgstr "" -#: ../../docs/about/list_of_features.rst:541 +#: ../../docs/about/list_of_features.rst:543 msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene)." msgstr "" -#: ../../docs/about/list_of_features.rst:543 +#: ../../docs/about/list_of_features.rst:545 msgid "Support for loading glTF 2.0 scenes at run-time, including from an exported project." msgstr "" -#: ../../docs/about/list_of_features.rst:544 +#: ../../docs/about/list_of_features.rst:546 msgid "3D meshes use `Mikktspace `__ to generate tangents on import, which ensures consistency with other 3D applications such as Blender." msgstr "" -#: ../../docs/about/list_of_features.rst:548 +#: ../../docs/about/list_of_features.rst:550 msgid "Input" msgstr "" -#: ../../docs/about/list_of_features.rst:550 +#: ../../docs/about/list_of_features.rst:552 msgid ":ref:`Input mapping system ` using hardcoded input events or remappable input actions." msgstr "" -#: ../../docs/about/list_of_features.rst:553 +#: ../../docs/about/list_of_features.rst:555 msgid "Axis values can be mapped to two different actions with a configurable deadzone." msgstr "" -#: ../../docs/about/list_of_features.rst:554 +#: ../../docs/about/list_of_features.rst:556 msgid "Use the same code to support both keyboards and gamepads." msgstr "" -#: ../../docs/about/list_of_features.rst:556 +#: ../../docs/about/list_of_features.rst:558 msgid "Keyboard input." msgstr "" -#: ../../docs/about/list_of_features.rst:558 +#: ../../docs/about/list_of_features.rst:560 msgid "Keys can be mapped in \"physical\" mode to be independent of the keyboard layout." msgstr "" -#: ../../docs/about/list_of_features.rst:560 +#: ../../docs/about/list_of_features.rst:562 msgid "Mouse input." msgstr "" -#: ../../docs/about/list_of_features.rst:562 +#: ../../docs/about/list_of_features.rst:564 msgid "The mouse cursor can be visible, hidden, captured or confined within the window." msgstr "" -#: ../../docs/about/list_of_features.rst:563 +#: ../../docs/about/list_of_features.rst:565 msgid "When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings." msgstr "" -#: ../../docs/about/list_of_features.rst:566 +#: ../../docs/about/list_of_features.rst:568 msgid "Gamepad input (up to 8 simultaneous controllers)." msgstr "" -#: ../../docs/about/list_of_features.rst:567 +#: ../../docs/about/list_of_features.rst:569 msgid "Pen/tablet input with pressure support." msgstr "" -#: ../../docs/about/list_of_features.rst:570 +#: ../../docs/about/list_of_features.rst:572 msgid "Navigation" msgstr "" -#: ../../docs/about/list_of_features.rst:572 +#: ../../docs/about/list_of_features.rst:574 msgid "A* algorithm in :ref:`2D ` and :ref:`3D `." msgstr "" -#: ../../docs/about/list_of_features.rst:573 +#: ../../docs/about/list_of_features.rst:575 msgid "Navigation meshes with dynamic obstacle avoidance in :ref:`2D ` and :ref:`3D `." msgstr "" -#: ../../docs/about/list_of_features.rst:575 +#: ../../docs/about/list_of_features.rst:577 msgid "Generate navigation meshes from the editor or at run-time (including from an exported project)." msgstr "" -#: ../../docs/about/list_of_features.rst:578 +#: ../../docs/about/list_of_features.rst:580 msgid "Networking" msgstr "" -#: ../../docs/about/list_of_features.rst:580 +#: ../../docs/about/list_of_features.rst:582 msgid "Low-level TCP networking using :ref:`class_StreamPeer` and :ref:`class_TCPServer`." msgstr "" -#: ../../docs/about/list_of_features.rst:581 +#: ../../docs/about/list_of_features.rst:583 msgid "Low-level UDP networking using :ref:`class_PacketPeer` and :ref:`class_UDPServer`." msgstr "" -#: ../../docs/about/list_of_features.rst:582 +#: ../../docs/about/list_of_features.rst:584 msgid "Low-level HTTP requests using :ref:`class_HTTPClient`." msgstr "" -#: ../../docs/about/list_of_features.rst:583 +#: ../../docs/about/list_of_features.rst:585 msgid "High-level HTTP requests using :ref:`class_HTTPRequest`." msgstr "" -#: ../../docs/about/list_of_features.rst:585 +#: ../../docs/about/list_of_features.rst:587 msgid "Supports HTTPS out of the box using bundled certificates." msgstr "" -#: ../../docs/about/list_of_features.rst:587 +#: ../../docs/about/list_of_features.rst:589 msgid ":ref:`High-level multiplayer ` API using UDP and ENet." msgstr "" -#: ../../docs/about/list_of_features.rst:589 +#: ../../docs/about/list_of_features.rst:591 msgid "Automatic replication using remote procedure calls (RPCs)." msgstr "" -#: ../../docs/about/list_of_features.rst:590 +#: ../../docs/about/list_of_features.rst:592 msgid "Supports unreliable, reliable and ordered transfers." msgstr "" -#: ../../docs/about/list_of_features.rst:592 +#: ../../docs/about/list_of_features.rst:594 msgid ":ref:`WebSocket ` client and server, available on all platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:593 +#: ../../docs/about/list_of_features.rst:595 msgid ":ref:`WebRTC ` client and server, available on all platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:594 +#: ../../docs/about/list_of_features.rst:596 msgid "Support for :ref:`UPnP ` to sidestep the requirement to forward ports when hosting a server behind a NAT." msgstr "" -#: ../../docs/about/list_of_features.rst:598 +#: ../../docs/about/list_of_features.rst:600 msgid "Internationalization" msgstr "" -#: ../../docs/about/list_of_features.rst:600 +#: ../../docs/about/list_of_features.rst:602 msgid "Full support for Unicode including emoji." msgstr "" -#: ../../docs/about/list_of_features.rst:601 +#: ../../docs/about/list_of_features.rst:603 msgid "Store localization strings using :ref:`CSV ` or :ref:`gettext `." msgstr "" -#: ../../docs/about/list_of_features.rst:604 +#: ../../docs/about/list_of_features.rst:606 msgid "Support for generating gettext POT and PO files from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:606 +#: ../../docs/about/list_of_features.rst:608 msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function." msgstr "" -#: ../../docs/about/list_of_features.rst:608 +#: ../../docs/about/list_of_features.rst:610 msgid "Support for pluralization and translation contexts when using gettext translations." msgstr "" -#: ../../docs/about/list_of_features.rst:609 +#: ../../docs/about/list_of_features.rst:611 msgid "Support for :ref:`bidirectional typesetting `, text shaping and OpenType localized forms." msgstr "" -#: ../../docs/about/list_of_features.rst:611 +#: ../../docs/about/list_of_features.rst:613 msgid "Automatic UI mirroring for right-to-left locales." msgstr "" -#: ../../docs/about/list_of_features.rst:612 +#: ../../docs/about/list_of_features.rst:614 msgid "Support for pseudolocalization to test your project for i18n-friendliness." msgstr "" -#: ../../docs/about/list_of_features.rst:615 +#: ../../docs/about/list_of_features.rst:617 msgid "Windowing and OS integration" msgstr "" -#: ../../docs/about/list_of_features.rst:617 +#: ../../docs/about/list_of_features.rst:619 msgid "Spawn multiple independent windows within a single process." msgstr "" -#: ../../docs/about/list_of_features.rst:618 +#: ../../docs/about/list_of_features.rst:620 msgid "Move, resize, minimize, and maximize windows spawned by the project." msgstr "" -#: ../../docs/about/list_of_features.rst:619 +#: ../../docs/about/list_of_features.rst:621 msgid "Change the window title and icon." msgstr "" -#: ../../docs/about/list_of_features.rst:620 +#: ../../docs/about/list_of_features.rst:622 msgid "Request attention (will cause the title bar to blink on most platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:621 +#: ../../docs/about/list_of_features.rst:623 msgid "Fullscreen mode." msgstr "" -#: ../../docs/about/list_of_features.rst:623 +#: ../../docs/about/list_of_features.rst:625 msgid "Uses borderless fullscreen by default on Windows for fast alt-tabbing, but can optionally use exclusive fullscreen to reduce input lag." msgstr "" -#: ../../docs/about/list_of_features.rst:626 +#: ../../docs/about/list_of_features.rst:628 msgid "Borderless windows (fullscreen or non-fullscreen)." msgstr "" -#: ../../docs/about/list_of_features.rst:627 +#: ../../docs/about/list_of_features.rst:629 msgid "Ability to keep a window always on top." msgstr "" -#: ../../docs/about/list_of_features.rst:628 +#: ../../docs/about/list_of_features.rst:630 msgid "Global menu integration on macOS." msgstr "" -#: ../../docs/about/list_of_features.rst:629 +#: ../../docs/about/list_of_features.rst:631 msgid "Execute commands in a blocking or non-blocking manner (including running multiple instances of the same project)." msgstr "" -#: ../../docs/about/list_of_features.rst:631 +#: ../../docs/about/list_of_features.rst:633 msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)." msgstr "" -#: ../../docs/about/list_of_features.rst:632 +#: ../../docs/about/list_of_features.rst:634 msgid "Parse custom command line arguments." msgstr "" -#: ../../docs/about/list_of_features.rst:633 +#: ../../docs/about/list_of_features.rst:635 msgid "Any Godot binary (editor or exported project) can be :ref:`used as a headless server ` by starting it with the ``--headless`` command line argument. This allows running the engine without a GPU or display server." msgstr "" -#: ../../docs/about/list_of_features.rst:639 +#: ../../docs/about/list_of_features.rst:641 msgid "Mobile" msgstr "" -#: ../../docs/about/list_of_features.rst:641 +#: ../../docs/about/list_of_features.rst:643 msgid "In-app purchases on :ref:`Android ` and :ref:`iOS `." msgstr "" -#: ../../docs/about/list_of_features.rst:643 +#: ../../docs/about/list_of_features.rst:645 msgid "Support for advertisements using third-party modules." msgstr "" -#: ../../docs/about/list_of_features.rst:646 +#: ../../docs/about/list_of_features.rst:648 msgid "XR support (AR and VR)" msgstr "" -#: ../../docs/about/list_of_features.rst:648 +#: ../../docs/about/list_of_features.rst:650 msgid "Out of the box :ref:`support for OpenXR `." msgstr "" -#: ../../docs/about/list_of_features.rst:650 +#: ../../docs/about/list_of_features.rst:652 msgid "Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link." msgstr "" -#: ../../docs/about/list_of_features.rst:652 +#: ../../docs/about/list_of_features.rst:654 msgid "Support for :ref:`Android based headsets ` using OpenXR through a plugin." msgstr "" -#: ../../docs/about/list_of_features.rst:654 +#: ../../docs/about/list_of_features.rst:656 msgid "Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1." msgstr "" -#: ../../docs/about/list_of_features.rst:656 +#: ../../docs/about/list_of_features.rst:658 msgid "Other devices supported through an XR plugin structure." msgstr "" -#: ../../docs/about/list_of_features.rst:657 +#: ../../docs/about/list_of_features.rst:659 msgid "Various advanced toolkits are available that implement common features required by XR applications." msgstr "" -#: ../../docs/about/list_of_features.rst:660 +#: ../../docs/about/list_of_features.rst:662 msgid "GUI system" msgstr "" -#: ../../docs/about/list_of_features.rst:662 +#: ../../docs/about/list_of_features.rst:664 msgid "Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" -#: ../../docs/about/list_of_features.rst:665 +#: ../../docs/about/list_of_features.rst:667 msgid "**Nodes:**" msgstr "" -#: ../../docs/about/list_of_features.rst:667 +#: ../../docs/about/list_of_features.rst:669 msgid "Buttons." msgstr "" -#: ../../docs/about/list_of_features.rst:668 +#: ../../docs/about/list_of_features.rst:670 msgid "Checkboxes, check buttons, radio buttons." msgstr "" -#: ../../docs/about/list_of_features.rst:669 +#: ../../docs/about/list_of_features.rst:671 msgid "Text entry using :ref:`class_LineEdit` (single line) and :ref:`class_TextEdit` (multiple lines). TextEdit also supports code editing features such as displaying line numbers and syntax highlighting." msgstr "" -#: ../../docs/about/list_of_features.rst:672 +#: ../../docs/about/list_of_features.rst:674 msgid "Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." msgstr "" -#: ../../docs/about/list_of_features.rst:673 +#: ../../docs/about/list_of_features.rst:675 msgid "Scrollbars." msgstr "" -#: ../../docs/about/list_of_features.rst:674 +#: ../../docs/about/list_of_features.rst:676 msgid "Labels." msgstr "" -#: ../../docs/about/list_of_features.rst:675 +#: ../../docs/about/list_of_features.rst:677 msgid "RichTextLabel for :ref:`text formatted using BBCode `, with support for animated custom effects." msgstr "" -#: ../../docs/about/list_of_features.rst:677 +#: ../../docs/about/list_of_features.rst:679 msgid "Trees (can also be used to represent tables)." msgstr "" -#: ../../docs/about/list_of_features.rst:678 +#: ../../docs/about/list_of_features.rst:680 msgid "Color picker with RGB and HSV modes." msgstr "" -#: ../../docs/about/list_of_features.rst:679 +#: ../../docs/about/list_of_features.rst:681 msgid "Controls can be rotated and scaled." msgstr "" -#: ../../docs/about/list_of_features.rst:681 +#: ../../docs/about/list_of_features.rst:683 msgid "**Sizing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:683 +#: ../../docs/about/list_of_features.rst:685 msgid "Anchors to keep GUI elements in a specific corner, edge or centered." msgstr "" -#: ../../docs/about/list_of_features.rst:684 +#: ../../docs/about/list_of_features.rst:686 msgid "Containers to place GUI elements automatically following certain rules." msgstr "" -#: ../../docs/about/list_of_features.rst:686 +#: ../../docs/about/list_of_features.rst:688 msgid ":ref:`Stack ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:687 +#: ../../docs/about/list_of_features.rst:689 msgid ":ref:`Grid ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:688 +#: ../../docs/about/list_of_features.rst:690 msgid ":ref:`Flow ` layouts (similar to autowrapping text)." msgstr "" -#: ../../docs/about/list_of_features.rst:689 +#: ../../docs/about/list_of_features.rst:691 msgid ":ref:`Margin `, :ref:`centered ` and :ref:`aspect ratio ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:691 +#: ../../docs/about/list_of_features.rst:693 msgid ":ref:`Draggable splitter ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:693 +#: ../../docs/about/list_of_features.rst:695 msgid "Scale to :ref:`multiple resolutions ` using the ``canvas_items`` or ``viewport`` stretch modes." msgstr "" -#: ../../docs/about/list_of_features.rst:695 +#: ../../docs/about/list_of_features.rst:697 msgid "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgstr "" -#: ../../docs/about/list_of_features.rst:697 +#: ../../docs/about/list_of_features.rst:699 msgid "**Theming:**" msgstr "" -#: ../../docs/about/list_of_features.rst:699 +#: ../../docs/about/list_of_features.rst:701 msgid "Built-in theme editor." msgstr "" -#: ../../docs/about/list_of_features.rst:701 +#: ../../docs/about/list_of_features.rst:703 msgid "Generate a theme based on the current editor theme settings." msgstr "" -#: ../../docs/about/list_of_features.rst:703 +#: ../../docs/about/list_of_features.rst:705 msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." msgstr "" -#: ../../docs/about/list_of_features.rst:705 +#: ../../docs/about/list_of_features.rst:707 msgid "Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing." msgstr "" -#: ../../docs/about/list_of_features.rst:707 +#: ../../docs/about/list_of_features.rst:709 msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." msgstr "" -#: ../../docs/about/list_of_features.rst:709 +#: ../../docs/about/list_of_features.rst:711 msgid "Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt." msgstr "" -#: ../../docs/about/list_of_features.rst:713 +#: ../../docs/about/list_of_features.rst:715 msgid "Animation" msgstr "" -#: ../../docs/about/list_of_features.rst:715 +#: ../../docs/about/list_of_features.rst:717 msgid "Direct kinematics and inverse kinematics." msgstr "" -#: ../../docs/about/list_of_features.rst:716 +#: ../../docs/about/list_of_features.rst:718 msgid "Support for animating any property with customizable interpolation." msgstr "" -#: ../../docs/about/list_of_features.rst:717 +#: ../../docs/about/list_of_features.rst:719 msgid "Support for calling methods in animation tracks." msgstr "" -#: ../../docs/about/list_of_features.rst:718 +#: ../../docs/about/list_of_features.rst:720 msgid "Support for playing sounds in animation tracks." msgstr "" -#: ../../docs/about/list_of_features.rst:719 +#: ../../docs/about/list_of_features.rst:721 msgid "Support for Bézier curves in animation." msgstr "" -#: ../../docs/about/list_of_features.rst:722 +#: ../../docs/about/list_of_features.rst:724 msgid "File formats" msgstr "" -#: ../../docs/about/list_of_features.rst:724 +#: ../../docs/about/list_of_features.rst:726 msgid "Scenes and resources can be saved in :ref:`text-based ` or binary formats." msgstr "" -#: ../../docs/about/list_of_features.rst:726 +#: ../../docs/about/list_of_features.rst:728 msgid "Text-based formats are human-readable and more friendly to version control." msgstr "" -#: ../../docs/about/list_of_features.rst:727 +#: ../../docs/about/list_of_features.rst:729 msgid "Binary formats are faster to save/load for large scenes/resources." msgstr "" -#: ../../docs/about/list_of_features.rst:729 +#: ../../docs/about/list_of_features.rst:731 msgid "Read and write text or binary files using :ref:`class_FileAccess`." msgstr "" -#: ../../docs/about/list_of_features.rst:731 +#: ../../docs/about/list_of_features.rst:733 msgid "Can optionally be compressed or encrypted." msgstr "" -#: ../../docs/about/list_of_features.rst:733 +#: ../../docs/about/list_of_features.rst:735 msgid "Read and write :ref:`class_JSON` files." msgstr "" -#: ../../docs/about/list_of_features.rst:734 +#: ../../docs/about/list_of_features.rst:736 msgid "Read and write INI-style configuration files using :ref:`class_ConfigFile`." msgstr "" -#: ../../docs/about/list_of_features.rst:736 +#: ../../docs/about/list_of_features.rst:738 msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." msgstr "" -#: ../../docs/about/list_of_features.rst:738 +#: ../../docs/about/list_of_features.rst:740 msgid "Read XML files using :ref:`class_XMLParser`." msgstr "" -#: ../../docs/about/list_of_features.rst:739 +#: ../../docs/about/list_of_features.rst:741 msgid ":ref:`Load and save images, audio/video, fonts and ZIP archives ` in an exported project without having to go through Godot's import system." msgstr "" -#: ../../docs/about/list_of_features.rst:741 +#: ../../docs/about/list_of_features.rst:743 msgid "Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution." msgstr "" -#: ../../docs/about/list_of_features.rst:743 +#: ../../docs/about/list_of_features.rst:745 msgid ":ref:`Export additional PCK files` that can be read by the engine to support mods and DLCs." msgstr "" -#: ../../docs/about/list_of_features.rst:747 +#: ../../docs/about/list_of_features.rst:749 msgid "Miscellaneous" msgstr "" -#: ../../docs/about/list_of_features.rst:749 +#: ../../docs/about/list_of_features.rst:751 msgid ":ref:`Video playback ` with built-in support for Ogg Theora." msgstr "" -#: ../../docs/about/list_of_features.rst:750 +#: ../../docs/about/list_of_features.rst:752 msgid ":ref:`Movie Maker mode ` to record videos from a running project with synchronized audio and perfect frame pacing." msgstr "" -#: ../../docs/about/list_of_features.rst:752 +#: ../../docs/about/list_of_features.rst:754 msgid ":ref:`Low-level access to servers ` which allows bypassing the scene tree's overhead when needed." msgstr "" -#: ../../docs/about/list_of_features.rst:754 +#: ../../docs/about/list_of_features.rst:756 msgid ":ref:`Command line interface ` for automation." msgstr "" -#: ../../docs/about/list_of_features.rst:756 +#: ../../docs/about/list_of_features.rst:758 msgid "Export and deploy projects using continuous integration platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:757 +#: ../../docs/about/list_of_features.rst:759 msgid "`Shell completion scripts `__ are available for Bash, zsh and fish." msgstr "" -#: ../../docs/about/list_of_features.rst:759 +#: ../../docs/about/list_of_features.rst:761 msgid "Print colored text to standard output on all platforms using :ref:`print_rich `." msgstr "" -#: ../../docs/about/list_of_features.rst:762 +#: ../../docs/about/list_of_features.rst:764 msgid "Support for :ref:`C++ modules ` statically linked into the engine binary." msgstr "" -#: ../../docs/about/list_of_features.rst:764 +#: ../../docs/about/list_of_features.rst:766 msgid "Engine and editor written in C++17." msgstr "" -#: ../../docs/about/list_of_features.rst:766 +#: ../../docs/about/list_of_features.rst:768 msgid "Can be :ref:`compiled ` using GCC, Clang and MSVC. MinGW is also supported." msgstr "" -#: ../../docs/about/list_of_features.rst:768 +#: ../../docs/about/list_of_features.rst:770 msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible." msgstr "" -#: ../../docs/about/list_of_features.rst:772 +#: ../../docs/about/list_of_features.rst:774 msgid "Licensed under the permissive MIT license." msgstr "" -#: ../../docs/about/list_of_features.rst:774 +#: ../../docs/about/list_of_features.rst:776 msgid "Open development process with :ref:`contributions welcome `." msgstr "" -#: ../../docs/about/list_of_features.rst:778 +#: ../../docs/about/list_of_features.rst:780 msgid "The `Godot proposals repository `__ lists features that have been requested by the community and may be implemented in future Godot releases." msgstr "" diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot index f520ce0606..564edc0447 100644 --- a/sphinx/templates/about/release_policy.pot +++ b/sphinx/templates/about/release_policy.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `__ 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 `_ 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/:0 diff --git a/sphinx/templates/about/system_requirements.pot b/sphinx/templates/about/system_requirements.pot index 2e84666707..cc5ef784ae 100644 --- a/sphinx/templates/about/system_requirements.pot +++ b/sphinx/templates/about/system_requirements.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/community/asset_library/index.pot b/sphinx/templates/community/asset_library/index.pot index f3ed79a47f..3ed3203f04 100644 --- a/sphinx/templates/community/asset_library/index.pot +++ b/sphinx/templates/community/asset_library/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/community/asset_library/submitting_to_assetlib.pot b/sphinx/templates/community/asset_library/submitting_to_assetlib.pot index fcf2fdb907..baa3d2ea4d 100644 --- a/sphinx/templates/community/asset_library/submitting_to_assetlib.pot +++ b/sphinx/templates/community/asset_library/submitting_to_assetlib.pot @@ -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 \n" "Language-Team: LANGUAGE \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////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 `_ 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 `_ . 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 `_, 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 "" diff --git a/sphinx/templates/community/asset_library/using_assetlib.pot b/sphinx/templates/community/asset_library/using_assetlib.pot index ab02f21a34..353aac2d95 100644 --- a/sphinx/templates/community/asset_library/using_assetlib.pot +++ b/sphinx/templates/community/asset_library/using_assetlib.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/community/asset_library/what_is_assetlib.pot b/sphinx/templates/community/asset_library/what_is_assetlib.pot index 57200fe2aa..127e887076 100644 --- a/sphinx/templates/community/asset_library/what_is_assetlib.pot +++ b/sphinx/templates/community/asset_library/what_is_assetlib.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index b814f9dd43..474d9aaf12 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -101,7 +101,7 @@ msgid "`itch.io `_" msgstr "" #: ../../docs/community/channels.rst:43 -msgid "`linkin.bio `_" +msgid "`Links `_" msgstr "" #: ../../docs/community/channels.rst:46 diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 56cd469ead..5f301d3d8c 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -49,130 +49,142 @@ msgid "Video tutorials" msgstr "" #: ../../docs/community/tutorials.rst:22 -msgid "`BornCG `_ (2D and 3D, GDScript)" +msgid "`Bastiaan Olij `_ (3D, AR and VR, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:23 -msgid "`Clear Code `_ (2D, GDScript, Programming Basics)" +msgid "`BornCG `_ (2D and 3D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:24 -msgid "`FencerDevLog `_ (2D, 3D, GDScript, Shaders)" +msgid "`Clear Code `_ (2D, GDScript, Programming Basics)" msgstr "" #: ../../docs/community/tutorials.rst:25 -msgid "`FinePointCGI `_ (2D, 3D, GDScript and C#)" +msgid "`FencerDevLog `_ (2D, 3D, GDScript, Shaders)" msgstr "" #: ../../docs/community/tutorials.rst:26 -msgid "`GDQuest `_ (2D and 3D, GDScript and C#)" +msgid "`FinePointCGI `_ (2D, 3D, GDScript and C#)" msgstr "" #: ../../docs/community/tutorials.rst:27 -msgid "`Game Dev Artisan `_ (2D, GDScript)" +msgid "`GDQuest `_ (2D and 3D, GDScript and C#)" msgstr "" #: ../../docs/community/tutorials.rst:28 -msgid "`Game Development Center `_ (2D, networked multiplayer, GDScript)" +msgid "`Game Dev Artisan `_ (2D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:29 -msgid "`Game Endeavor `_ (2D, GDScript)" +msgid "`Game Development Center `_ (2D, networked multiplayer, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:30 -msgid "`Gwizz `_ (2D, GDScript)" +msgid "`Game Endeavor `_ (2D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:31 -msgid "`Godotneers `_ (2D, Shaders, GDScript)" +msgid "`Gwizz `_ (2D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:32 -msgid "`HeartBeast `_ (2D, GDScript)" +msgid "`Godotneers `_ (2D, Shaders, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:33 -msgid "`KidsCanCode `__ (2D and 3D, GDScript)" +msgid "`HeartBeast `_ (2D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:34 -msgid "`Maker Tech `_ (2D, GDScript)" +msgid "`Malcolm Nixon `_ (AR and VR, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:35 -msgid "`Pigdev `_ (2D, GDScript)" +msgid "`Muddy Wolf `_ (2D, 3D and VR, GDSCript)" msgstr "" #: ../../docs/community/tutorials.rst:36 -msgid "`Queble `_ (2D, GDScript)" +msgid "`KidsCanCode `__ (2D and 3D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:37 -msgid "`Quiver `_ (2D, GDScript)" +msgid "`Maker Tech `_ (2D, GDScript)" +msgstr "" + +#: ../../docs/community/tutorials.rst:38 +msgid "`Pigdev `_ (2D, GDScript)" +msgstr "" + +#: ../../docs/community/tutorials.rst:39 +msgid "`Queble `_ (2D, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:40 -msgid "Text tutorials" +msgid "`Quiver `_ (2D, GDScript)" msgstr "" -#: ../../docs/community/tutorials.rst:42 -msgid "`FinepointCGI website by Mitch `__" -msgstr "" - -#: ../../docs/community/tutorials.rst:43 -msgid "`GDScript website by Andrew Wilkes `__" +#: ../../docs/community/tutorials.rst:41 +msgid "`Snopek Games `_ (3D, networked multiplayer, AR and VR, GDScript)" msgstr "" #: ../../docs/community/tutorials.rst:44 -msgid "`Godot Recipes by KidsCanCode `__" -msgstr "" - -#: ../../docs/community/tutorials.rst:45 -msgid "`Godot Tutorials by SomethingLikeGames `__" +msgid "Text tutorials" msgstr "" #: ../../docs/community/tutorials.rst:46 -msgid "`Game Dev Artisan website `__" +msgid "`FinepointCGI website by Mitch `__" msgstr "" #: ../../docs/community/tutorials.rst:47 -msgid "`Night Quest Games Blog `__" +msgid "`GDScript website by Andrew Wilkes `__" +msgstr "" + +#: ../../docs/community/tutorials.rst:48 +msgid "`Godot Recipes by KidsCanCode `__" +msgstr "" + +#: ../../docs/community/tutorials.rst:49 +msgid "`Godot Tutorials by SomethingLikeGames `__" msgstr "" #: ../../docs/community/tutorials.rst:50 -msgid "Devlogs" +msgid "`Game Dev Artisan website `__" msgstr "" -#: ../../docs/community/tutorials.rst:52 -msgid "`Bastiaan Olij (AR & VR) `_" -msgstr "" - -#: ../../docs/community/tutorials.rst:53 -msgid "`bitbrain `_" +#: ../../docs/community/tutorials.rst:51 +msgid "`Night Quest Games Blog `__" msgstr "" #: ../../docs/community/tutorials.rst:54 -msgid "`DevDuck (2D) `_" +msgid "Devlogs" +msgstr "" + +#: ../../docs/community/tutorials.rst:56 +msgid "`bitbrain `_" 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 `_" +msgid "`DevDuck (2D) `_" msgstr "" #: ../../docs/community/tutorials.rst:60 -msgid "`Godot Asset Library `_" -msgstr "" - -#: ../../docs/community/tutorials.rst:61 -msgid "`Godot Shaders: A community-driven shader library `_" +msgid "Resources" msgstr "" #: ../../docs/community/tutorials.rst:62 +msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons `_" +msgstr "" + +#: ../../docs/community/tutorials.rst:63 +msgid "`Godot Asset Library `_" +msgstr "" + +#: ../../docs/community/tutorials.rst:64 +msgid "`Godot Shaders: A community-driven shader library `_" +msgstr "" + +#: ../../docs/community/tutorials.rst:65 msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz `_" msgstr "" diff --git a/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot b/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot index 9a22bcffda..8310e6c744 100644 --- a/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/code_style_guidelines.pot b/sphinx/templates/contributing/development/code_style_guidelines.pot index fffb6f19ad..26add51e36 100644 --- a/sphinx/templates/contributing/development/code_style_guidelines.pot +++ b/sphinx/templates/contributing/development/code_style_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -53,7 +53,7 @@ msgid "The rules used by clang-format are outlined in the `.clang-format `__, or if you are on a Debian derivative, use the `upstream repos `__." -msgstr "" - -#: ../../docs/contributing/development/code_style_guidelines.rst:74 -msgid "macOS and Windows: You can download precompiled binaries from the `LLVM website `__. 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 `__ 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 `__, or if you are on a Debian derivative, use the `upstream repos `__." +msgstr "" + +#: ../../docs/contributing/development/code_style_guidelines.rst:98 +msgid "macOS and Windows: You can download precompiled binaries from the `LLVM website `__. 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 `__" -msgstr "" - -#: ../../docs/contributing/development/code_style_guidelines.rst:122 -msgid "Visual Studio Code: `Clang-Format `__" -msgstr "" - -#: ../../docs/contributing/development/code_style_guidelines.rst:123 -msgid "Visual Studio: `Clang Power Tools 2022 `__" +#: ../../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 `__" +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 `__" +#: ../../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 `__" +msgstr "" + +#: ../../docs/contributing/development/code_style_guidelines.rst:132 +msgid "Visual Studio Code: `Clang-Format `__" msgstr "" #: ../../docs/contributing/development/code_style_guidelines.rst:133 -msgid "Header includes" +msgid "Visual Studio: `Clang Power Tools 2022 `__" +msgstr "" + +#: ../../docs/contributing/development/code_style_guidelines.rst:134 +msgid "vim: `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 `__" 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 ``. 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 `__. Blacken your Python changes using `Black `__." +#: ../../docs/contributing/development/code_style_guidelines.rst:270 +msgid "For those, we use the `Ruff linter and code formatter `__." 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 `__ 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 `__." -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 `__." 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 ` 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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_android.pot b/sphinx/templates/contributing/development/compiling/compiling_for_android.pot index af6c9eb65f..61f5c003ac 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_android.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "`Python 3.6+ `_." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_android.rst:30 -msgid "`SCons 3.0+ `_ build system." +msgid "`SCons 3.1.2+ `_ 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 `." 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\\\\``" 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//``" 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//``" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_android.rst:190 -msgid "```` 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 "```` 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 ` 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 `_:" 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//`` where ```` 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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot b/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot index 7394d6a1db..65fd7c256c 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -33,78 +33,86 @@ msgid "`Python 3.6+ `_." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_ios.rst:17 -msgid "`SCons 3.0+ `_ build system." -msgstr "" - -#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:18 -msgid "`Xcode `_." -msgstr "" - -#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:20 -msgid "If you are building the ``master`` branch:" +msgid "`SCons 3.1.2+ `_ build system." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_ios.rst:22 +msgid "`Xcode `_." +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 `__." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:25 +#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:29 msgid "If you have `Homebrew `_ 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 `_ 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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot b/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot index 8b833ae8b2..44dcb023f9 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot @@ -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 \n" "Language-Team: LANGUAGE \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+ `_." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:23 -msgid "`SCons 3.0+ `_ build system." +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:21 +msgid "`SCons 3.1.2+ `_ 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 `__." 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 `__ 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 `__ 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 `__. 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 `__." 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. `__ 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 `__ 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 `__." 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 ``$HOME/.local/opt/pyston/`` (create folders as needed)." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:477 +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:481 msgid "Use ``cd`` to reach the extracted Pyston folder from a terminal, then run ``./pyston -m pip install scons`` to install SCons within Pyston." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:479 +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:483 msgid "To make SCons via Pyston easier to run, create a symbolic link of its wrapper script to a location in your ``PATH`` environment variable::" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:484 +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:488 msgid "Instead of running ``scons ``, run ``pyston-scons `` to compile Godot." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:487 +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:491 msgid "If you can't run ``pyston-scons`` after creating the symbolic link, make sure ``$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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot b/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot index 8846e3899f..95af8cfd14 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "`Python 3.6+ `_." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_macos.rst:19 -msgid "`SCons 3.0+ `_ build system." +msgid "`SCons 3.1.2+ `_ build system." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_macos.rst:20 diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_web.pot b/sphinx/templates/contributing/development/compiling/compiling_for_web.pot index 0226f0c74b..42848cade2 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_web.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -41,7 +41,7 @@ msgid "`Python 3.6+ `__." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_web.rst:20 -msgid "`SCons 3.0+ `__ build system." +msgid "`SCons 3.1.2+ `__ 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 ` 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 ` 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 diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot b/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot index 58997ce5e7..607208029e 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_, 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 `_, 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 `_ 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+ `_. **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+ `_ 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+ `_ 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 `_ 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 `_ 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 `__ 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 `_. 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 `_. 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 `_ which is needed to generate some files." +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:186 +msgid "Clone the `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 `__, 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 `_ 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 `_ 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//`` directory in the DXC folder to the Godot binary directory and the appropriate ``bin/`` 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//`` 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 `_, 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 ```` 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 `_, 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 `_ 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 `__, 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 `_, 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 ```` 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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot b/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot index e8572a06d3..808b34ee94 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Requirements" msgstr "" #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:11 -msgid "`.NET SDK 6.0+ `_" +msgid "`.NET SDK 8.0+ `_" msgstr "" #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:13 diff --git a/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot index 1b75ed0ec1..9e5961d62c 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot index a1aa5d77bb..0d5725b7f0 100644 --- a/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/getting_source.pot b/sphinx/templates/contributing/development/compiling/getting_source.pot index d945664251..e3214cec31 100644 --- a/sphinx/templates/contributing/development/compiling/getting_source.pot +++ b/sphinx/templates/contributing/development/compiling/getting_source.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/compiling/index.pot b/sphinx/templates/contributing/development/compiling/index.pot index 9148ce7587..6e08389fd4 100644 --- a/sphinx/templates/contributing/development/compiling/index.pot +++ b/sphinx/templates/contributing/development/compiling/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `, 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 "" diff --git a/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot index 53468d88cd..55800a975c 100644 --- a/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `__." 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 "" diff --git a/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot b/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot index 99e4abac73..8e348cfba1 100644 --- a/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `__ 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 "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot b/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot index 6efac62050..e78a9cefc0 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/clion.pot b/sphinx/templates/contributing/development/configuring_an_ide/clion.pot index 160f6eff7e..7f0d4a92bc 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/clion.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/clion.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot b/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot index ca346705c6..cebff5dfc9 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/index.pot b/sphinx/templates/contributing/development/configuring_an_ide/index.pot index 1713975ab5..1b3921f839 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/index.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_ and :ref:`compiled ` 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 `__, you can use `clangd `__ for completion, diagnostics, and more. You can generate a compilation database for use with clangd one of two ways:" msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot b/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot index 2f583a3c35..796d3be860 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot b/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot index a23d9eeb73..7532628212 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/rider.pot b/sphinx/templates/contributing/development/configuring_an_ide/rider.pot index feb45fbd69..f37aa37eb8 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/rider.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/rider.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot index c70edb6fa4..2192c911d9 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot index a33634902e..e88682a538 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_ 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 `__." 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 `__." msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot b/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot index 296e77e8b8..e3237dcb6c 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot b/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot index df2ae1d649..1b6dd457ae 100644 --- a/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot +++ b/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot b/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot index 7565376969..6e476d5660 100644 --- a/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot +++ b/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot b/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot index a2be53f9ca..cb95372a77 100644 --- a/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot +++ b/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/core_types.pot b/sphinx/templates/contributing/development/core_and_modules/core_types.pot index e0a1cb84b1..ef53b6677a 100644 --- a/sphinx/templates/contributing/development/core_and_modules/core_types.pot +++ b/sphinx/templates/contributing/development/core_and_modules/core_types.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot b/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot index c225a36fe3..36858d84ed 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot b/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot index 0c990ff2ea..3d3bc65028 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot b/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot index 74d77b993a..e74fb7fb6f 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot b/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot index 6145fbc9e3..2f4b1b2963 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot b/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot index 7d257f1deb..f0d9958306 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot b/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot index 6261c4c55c..8ccd4ca72e 100644 --- a/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot +++ b/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/index.pot b/sphinx/templates/contributing/development/core_and_modules/index.pot index 9f7a48633f..812d4a5931 100644 --- a/sphinx/templates/contributing/development/core_and_modules/index.pot +++ b/sphinx/templates/contributing/development/core_and_modules/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot b/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot index 64f13c069f..2f98b8c9ca 100644 --- a/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot +++ b/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot b/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot index 0eda65ce02..c2640c69dc 100644 --- a/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot +++ b/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -81,7 +81,7 @@ msgid "The problem is that this introduces bottlenecks in our traditional approa msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:73 -msgid "The first important change in the mobile renderer is that the mobile renderer does not use the RGBA16F texture formats that the desktop renderer does. Instead, it is using a R10G10B10A2 UNORM texture format. This halves the bandwidth required and has further improvements as mobile hardware often further optimizes for 32-bit formats. The tradeoff is that the mobile renderer has limited HDR capabilities due to the reduced precision and maximum values in the color data." +msgid "The first important change in the mobile renderer is that the mobile renderer does not use the RGBA16F texture formats that the desktop renderer does. Instead, it is using an R10G10B10A2 UNORM texture format. This halves the bandwidth required and has further improvements as mobile hardware often further optimizes for 32-bit formats. The tradeoff is that the mobile renderer has limited HDR capabilities due to the reduced precision and maximum values in the color data." msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:80 @@ -193,7 +193,7 @@ msgid "Both the Forward+ and Mobile :ref:`doc_internal_rendering_architecture_me msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:195 -msgid ":ref:`doc_internal_rendering_architecture_core_shaders` are shared with the Vulkan renderer. Shaders are transpiled from GLSL to HLSL using Mesa NIR (`more information `__). This means you don't need to know HLSL to work on the Direct3D 12 renderer, although knowing the language's basics is recommended to ease debugging." +msgid ":ref:`doc_internal_rendering_architecture_core_shaders` are shared with the Vulkan renderer. Shaders are transpiled from :abbr:`SPIR-V (Standard Portable Intermediate Representation)` to :abbr:`DXIL (DirectX Intermediate Language)` using Mesa NIR (`more information `__)." msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:201 @@ -225,809 +225,813 @@ msgid "This driver uses OpenGL ES 3.0 and targets legacy and low-end devices tha msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:231 +msgid "It is possible to use the use of OpenGL ES 3.0 directly on desktop platforms using the ``--rendering-driver opengl3_es`` command line argument, although this will only work on graphics drivers that feature native OpenGL ES support (such as Mesa)." +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:236 msgid "Only the :ref:`doc_internal_rendering_architecture_compatibility` rendering method can be used with the OpenGL driver." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:234 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:239 msgid ":ref:`doc_internal_rendering_architecture_core_shaders` are entirely different from the Vulkan renderer." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:237 -msgid "**As of May 2023, this driver is still in development.** Many features are still not implemented, especially in 3D." -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:241 -msgid "Summary of rendering drivers/methods" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:243 -msgid "The following rendering API + rendering method combinations are currently possible:" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:245 -msgid "Vulkan + Forward+" +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:242 +msgid "Many advanced features are not supported with this driver, as it targets low-end devices first and foremost." msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:246 -msgid "Vulkan + Forward Mobile" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:247 -msgid "Direct3D 12 + Forward+" +msgid "Summary of rendering drivers/methods" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:248 -msgid "Direct3D 12 + Forward Mobile" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:249 -msgid "Metal + Forward+ (via MoltenVK)" +msgid "The following rendering API + rendering method combinations are currently possible:" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:250 -msgid "Metal + Forward Mobile (via MoltenVK)" +msgid "Vulkan + Forward+" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:251 -msgid "OpenGL + Compatibility" +msgid "Vulkan + Forward Mobile" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:252 +msgid "Direct3D 12 + Forward+" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:253 -msgid "Each combination has its own limitations and performance characteristics. Make sure to test your changes on all rendering methods if possible before opening a pull request." +msgid "Direct3D 12 + Forward Mobile" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:254 +msgid "Metal + Forward+ (via MoltenVK)" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:255 +msgid "Metal + Forward Mobile (via MoltenVK)" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:256 +msgid "OpenGL + Compatibility" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:258 +msgid "Each combination has its own limitations and performance characteristics. Make sure to test your changes on all rendering methods if possible before opening a pull request." +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:263 msgid "RenderingDevice abstraction" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:262 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:267 msgid "The OpenGL driver does not use the RenderingDevice abstraction." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:264 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:269 msgid "To make the complexity of modern low-level graphics APIs more manageable, Godot uses its own abstraction called RenderingDevice." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:267 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:272 msgid "This means that when writing code for modern rendering methods, you don't actually use the Vulkan or Direct3D 12 APIs directly. While this is still lower-level than an API like OpenGL, this makes working on the renderer easier, as RenderingDevice will abstract many API-specific quirks for you. The RenderingDevice presents a similar level of abstraction as Metal or WebGPU." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:273 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:278 msgid "**Vulkan RenderingDevice implementation:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:275 -msgid "`drivers/vulkan/rendering_device_vulkan.cpp `__" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:277 -msgid "**Direct3D 12 RenderingDevice implementation:**" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:279 -msgid "`drivers/d3d12/rendering_device_driver_d3d12.cpp `__" +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:280 +msgid "`drivers/vulkan/rendering_device_driver_vulkan.cpp `__" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:282 -msgid "Core rendering classes architecture" +msgid "**Direct3D 12 RenderingDevice implementation:**" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:284 +msgid "`drivers/d3d12/rendering_device_driver_d3d12.cpp `__" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:287 +msgid "Core rendering classes architecture" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:289 msgid "This diagram represents the structure of rendering classes in Godot, including the RenderingDevice abstraction:" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:288 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:293 msgid "`View at full size `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:293 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:298 msgid "Core shaders" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:295 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:300 msgid "While shaders in Godot projects are written using a :ref:`custom language inspired by GLSL `, core shaders are written directly in GLSL." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:299 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:304 msgid "These core shaders are embedded in the editor and export template binaries at compile-time. To see any changes you've made to those GLSL shaders, you need to recompile the editor or export template binary." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:303 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:308 msgid "Some material features such as height mapping, refraction and proximity fade are not part of core shaders, and are performed in the default BaseMaterial3D using the Godot shader language instead (not GLSL). This is done by procedurally generating the required shader code depending on the features enabled in the material." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:309 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:314 msgid "By convention, shader files with ``_inc`` in their name are included in other GLSL files for better code reuse. Standard GLSL preprocessing is used to achieve this." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:315 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:320 msgid "Core material shaders will be used by every material in the scene – both with the default BaseMaterial3D and custom shaders. As a result, these shaders must be kept as simple as possible to avoid performance issues and ensure shader compilation doesn't become too slow." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:320 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:325 msgid "If you use ``if`` branching in a shader, performance may decrease as :abbr:`VGPR (Vector General-Purpose Register)` usage will increase in the shader. This happens even if all pixels evaluate to ``true`` or ``false`` in a given frame." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:325 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:330 msgid "If you use ``#if`` preprocessor branching, the number of required shader versions will increase in the scene. In a worst-case scenario, adding a single boolean ``#define`` can *double* the number of shader versions that may need to be compiled in a given scene. In some cases, Vulkan specialization constants can be used as a faster (but more limited) alternative." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:332 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:337 msgid "This means there is a high barrier to adding new built-in material features in Godot, both in the core shaders and BaseMaterial3D. While BaseMaterial3D can make use of dynamic code generation to only include the shader code if the feature is enabled, it'll still require generating more shader versions when these features are used in a project. This can make shader compilation stutter more noticeable in complex 3D scenes." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:339 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:344 msgid "See `The Shader Permutation Problem `__ and `Branching on a GPU `__ blog posts for more information." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:345 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:350 msgid "**Core GLSL material shaders:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:347 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:352 msgid "Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:348 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:353 msgid "Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:349 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:354 msgid "Compatibility: `drivers/gles3/shaders/scene.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:351 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:356 msgid "**Material shader generation:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:353 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:358 msgid "`scene/resources/material.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:355 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:360 msgid "**Other GLSL shaders for Forward+ and Forward Mobile rendering methods:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:357 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:362 msgid "`servers/rendering/renderer_rd/shaders/ `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:358 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:363 msgid "`modules/lightmapper_rd/ `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:360 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:365 msgid "**Other GLSL shaders for the Compatibility rendering method:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:362 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:367 msgid "`drivers/gles3/shaders/ `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:365 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:370 msgid "2D and 3D rendering separation" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:369 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:374 msgid "The following is only applicable in the Forward+ and Forward Mobile rendering methods, not in Compatibility. Multiple Viewports can be used to emulate this when using the Compatibility backend, or to perform 2D resolution scaling." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:374 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:379 msgid "2D and 3D are rendered to separate buffers, as 2D rendering in Godot is performed in :abbr:`LDR (Low Dynamic Range)` sRGB-space while 3D rendering uses :abbr:`HDR (High Dynamic Range)` linear space." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:378 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:383 msgid "The color format used for 2D rendering is RGB8 (RGBA8 if the **Transparent** property on the Viewport is enabled). 3D rendering uses a 24-bit unsigned normalized integer depth buffer, or 32-bit signed floating-point if a 24-bit depth buffer is not supported by the hardware. 2D rendering does not use a depth buffer." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:384 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:389 msgid "3D resolution scaling is performed differently depending on whether bilinear or FSR 1.0 scaling is used. When bilinear scaling is used, no special upscaling shader is run. Instead, the viewport's texture is stretched and displayed with a linear sampler (which makes the filtering happen directly on the hardware). This allows maximizing the performance of bilinear 3D scaling." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:390 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:395 msgid "The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D buffers when the resolution or scaling changes." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:393 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:398 msgid "Dynamic resolution scaling isn't supported yet, but is planned in a future Godot release." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:396 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:401 msgid "**2D and 3D rendering buffer configuration C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:398 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:403 msgid "`servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:400 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:405 msgid "**FSR 1.0:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:402 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:407 msgid "`servers/rendering/renderer_rd/effects/fsr.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:403 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:408 msgid "`thirdparty/amd-fsr/ `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:406 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:411 msgid "2D rendering techniques" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:408 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:413 msgid "2D light rendering is performed in a single pass to allow for better performance with large amounts of lights." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:411 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:416 msgid "The Forward+ and Mobile rendering methods don't feature 2D batching yet, but it's planned for a future release." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:414 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:419 msgid "The Compatibility backend features 2D batching to improve performance, which is especially noticeable with lots of text on screen." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:417 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:422 msgid "MSAA can be enabled in 2D to provide \"automatic\" line and polygon antialiasing, but FXAA does not affect 2D rendering as it's calculated before 2D rendering begins. Godot's 2D drawing methods such as the Line2D node or some CanvasItem ``draw_*()`` methods provide their own way of antialiasing based on triangle strips and vertex colors, which don't require MSAA to work." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:423 -msgid "A 2D signed distance field representing LightOccluder2D nodes in the viewport is automatically generated if an user shader requests it. This can be used for various effects in custom shaders, such as 2D global illumination. It is also used to calculate particle collisions in 2D." -msgstr "" - #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:428 -msgid "**2D SDF generation GLSL shader:**" -msgstr "" - -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:430 -msgid "`servers/rendering/renderer_rd/shaders/canvas_sdf.glsl `__" +msgid "A 2D signed distance field representing LightOccluder2D nodes in the viewport is automatically generated if a user shader requests it. This can be used for various effects in custom shaders, such as 2D global illumination. It is also used to calculate particle collisions in 2D." msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:433 -msgid "3D rendering techniques" +msgid "**2D SDF generation GLSL shader:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:436 -msgid "Batching and instancing" +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:435 +msgid "`servers/rendering/renderer_rd/shaders/canvas_sdf.glsl `__" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:438 -msgid "In the Forward+ backend, Vulkan instancing is used to group rendering of identical objects for performance. This is not as fast as static mesh merging, but it still allows instances to be culled individually." +msgid "3D rendering techniques" +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:441 +msgid "Batching and instancing" msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:443 +msgid "In the Forward+ backend, Vulkan instancing is used to group rendering of identical objects for performance. This is not as fast as static mesh merging, but it still allows instances to be culled individually." +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:448 msgid "Light, decal and reflection probe rendering" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:447 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:452 msgid "Reflection probe and decal rendering are currently not available in the Compatibility backend." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:450 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:455 msgid "As its name implies, the Forward+ backend uses clustered lighting. This allows using as many lights as you want; performance largely depends on screen coverage. Shadow-less lights can be almost free if they don't occupy much space on screen." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:455 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:460 msgid "All rendering methods also support rendering up to 8 directional lights at the same time (albeit with lower shadow quality when more than one light has shadows enabled)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:459 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:464 msgid "The Forward Mobile backend uses a single-pass lighting approach, with a limitation of 8 OmniLights + 8 SpotLights affecting each Mesh *resource* (plus a limitation of 256 OmniLights + 256 SpotLights in the camera view). These limits are hardcoded and can't be adjusted in the project settings." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:464 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:469 msgid "The Compatibility backend uses a hybrid single-pass + multi-pass lighting approach. Lights without shadows are rendered in a single pass. Lights with shadows are rendered in multiple passes. This is required for performance reasons on mobile devices. As a result, performance does not scale well with many shadow-casting lights. It is recommended to only have a handful of lights with shadows in the camera frustum at a time and for those lights to be spread apart so that each object is only touched by 1 or 2 shadowed lights at a time. The maximum number of lights visible at once can be adjusted in the project settings." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:474 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:479 msgid "In all 3 methods, lights without shadows are much cheaper than lights with shadows. To improve performance, lights are only updated when the light is modified or when objects in its radius are modified. Godot currently doesn't separate static shadow rendering from dynamic shadow rendering, but this is planned in a future release." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:480 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:485 msgid "Clustering is also used for reflection probes and decal rendering in the Forward+ backend." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:484 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:489 msgid "Shadow mapping" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:486 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:491 msgid "Both Forward+ and Forward Mobile methods use :abbr:`PCF (Percentage Closer Filtering)` to filter shadow maps and create a soft penumbra. Instead of using a fixed PCF pattern, these methods use a vogel disk pattern which allows for changing the number of samples and smoothly changing the quality." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:492 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:497 msgid "Godot also supports percentage-closer soft shadows (PCSS) for more realistic shadow penumbra rendering. PCSS shadows are limited to the Forward+ backend as they're too demanding to be usable in the Forward Mobile backend. PCSS also uses a vogel-disk shaped kernel." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:497 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:502 msgid "Additionally, both shadow-mapping techniques rotate the kernel on a per-pixel basis to help soften under-sampling artifacts." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:500 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:505 msgid "The Compatibility backend doesn't support shadow mapping for any light types yet." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:503 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:508 msgid "Temporal antialiasing" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:507 -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:622 -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:699 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:512 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:627 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:704 msgid "Only available in the Forward+ backend, not the Forward Mobile or Compatibility methods." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:510 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:515 msgid "Godot uses a custom TAA implementation based on the old TAA implementation from `Spartan Engine `__." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:513 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:518 msgid "Temporal antialiasing requires motion vectors to work. If motion vectors are not correctly generated, ghosting will occur when the camera or objects move." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:516 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:521 msgid "Motion vectors are generated on the GPU in the main material shader. This is done by running the vertex shader corresponding to the previous rendered frame (with the previous camera transform) in addition to the vertex shader for the current rendered frame, then storing the difference between them in a color buffer." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:521 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:526 msgid "Alternatively, FSR 2.2 can be used as an upscaling solution that also provides its own temporal antialiasing algorithm. FSR 2.2 is implemented on top of the RenderingDevice abstraction as opposed to using AMD's reference code directly." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:525 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:530 msgid "**TAA resolve:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:527 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:532 msgid "`servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:529 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:534 msgid "**FSR 2.2:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:531 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:536 msgid "`servers/rendering/renderer_rd/effects/fsr2.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:532 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:537 msgid "`servers/rendering/renderer_rd/shaders/effects/fsr2/ `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:533 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:538 msgid "`thirdparty/amd-fsr2/ `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:536 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:541 msgid "Global illumination" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:540 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:545 msgid "VoxelGI and SDFGI are only available in the Forward+ backend, not the Forward Mobile or Compatibility methods." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:543 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:548 msgid "LightmapGI *baking* is only available in the Forward+ and Forward Mobile methods, and can only be performed within the editor (not in an exported project). LightmapGI *rendering* will eventually be supported by the Compatibility backend." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:548 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:553 msgid "Godot supports voxel-based GI (VoxelGI), signed distance field GI (SDFGI) and lightmap baking and rendering (LightmapGI). These techniques can be used simultaneously if desired." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:552 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:557 msgid "Lightmap baking happens on the GPU using Vulkan compute shaders. The GPU-based lightmapper is implemented in the LightmapperRD class, which inherits from the Lightmapper class. This allows for implementing additional lightmappers, paving the way for a future port of the CPU-based lightmapper present in Godot 3.x. This would allow baking lightmaps while using the Compatibility backend." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:558 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:563 msgid "**Core GI C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:560 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:565 msgid "`servers/rendering/renderer_rd/environment/gi.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:561 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:566 msgid "`scene/3d/voxel_gi.cpp `__ - VoxelGI node" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:562 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:567 msgid "`editor/plugins/voxel_gi_editor_plugin.cpp `__ - Editor UI for the VoxelGI node" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:564 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:569 msgid "**Core GI GLSL shaders:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:566 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:571 msgid "`servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:567 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:572 msgid "`servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl `__ - VoxelGI debug draw mode" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:568 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:573 msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl `__ - SDFGI Cascades debug draw mode" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:569 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:574 msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl `__ - SDFGI Probes debug draw mode" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:570 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:575 msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:571 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:576 msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:572 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:577 msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:574 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:579 msgid "**Lightmapper C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:576 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:581 msgid "`scene/3d/lightmap_gi.cpp `__ - LightmapGI node" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:577 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:582 msgid "`editor/plugins/lightmap_gi_editor_plugin.cpp `__ - Editor UI for the LightmapGI node" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:578 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:583 msgid "`scene/3d/lightmapper.cpp `__ - Abstract class" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:579 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:584 msgid "`modules/lightmapper_rd/lightmapper_rd.cpp `__ - GPU-based lightmapper implementation" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:581 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:586 msgid "**Lightmapper GLSL shaders:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:583 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:588 msgid "`modules/lightmapper_rd/lm_raster.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:584 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:589 msgid "`modules/lightmapper_rd/lm_compute.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:585 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:590 msgid "`modules/lightmapper_rd/lm_blendseams.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:588 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:593 msgid "Depth of field" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:592 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:597 msgid "Only available in the Forward+ and Forward Mobile methods, not the Compatibility backend." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:595 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:600 msgid "The Forward+ and Forward Mobile methods use different approaches to DOF rendering, with different visual results. This is done to best match the performance characteristics of the target hardware. In Clustered Forward, DOF is performed using a compute shader. In Forward Mobile, DOF is performed using a fragment shader (raster)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:601 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:606 msgid "Box, hexagon and circle bokeh shapes are available (from fastest to slowest). Depth of field can optionally be jittered every frame to improve its appearance when temporal antialiasing is enabled." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:605 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:610 msgid "**Depth of field C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:607 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:612 msgid "`servers/rendering/renderer_rd/effects/bokeh_dof.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:609 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:614 msgid "**Depth of field GLSL shader (compute - used for Forward+):**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:611 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:616 msgid "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:613 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:618 msgid "**Depth of field GLSL shader (raster - used for Forward Mobile):**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:615 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:620 msgid "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:618 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:623 msgid "Screen-space effects (SSAO, SSIL, SSR, SSS)" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:625 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:630 msgid "The Forward+ backend supports screen-space ambient occlusion, screen-space indirect lighting, screen-space reflections and subsurface scattering." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:628 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:633 msgid "SSAO uses an implementation derived from Intel's `ASSAO `__ (converted to Vulkan). SSIL is derived from SSAO to provide high-performance indirect lighting." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:633 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:638 msgid "When both SSAO and SSIL are enabled, parts of SSAO and SSIL are shared to reduce the performance impact." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:636 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:641 msgid "SSAO and SSIL are performed at half resolution by default to improve performance. SSR is always performed at half resolution to improve performance." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:639 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:644 msgid "**Screen-space effects C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:641 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:646 msgid "`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:643 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:648 msgid "**Screen-space ambient occlusion GLSL shader:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:645 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:650 msgid "`servers/rendering/renderer_rd/shaders/effects/ssao.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:646 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:651 msgid "`servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:647 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:652 msgid "`servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:648 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:653 msgid "`servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:650 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:655 msgid "**Screen-space indirect lighting GLSL shader:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:652 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:657 msgid "`servers/rendering/renderer_rd/shaders/effects/ssil.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:653 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:658 msgid "`servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:654 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:659 msgid "`servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:655 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:660 msgid "`servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:657 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:662 msgid "**Screen-space reflections GLSL shader:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:659 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:664 msgid "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:660 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:665 msgid "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:661 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:666 msgid "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:663 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:668 msgid "**Subsurface scattering GLSL:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:665 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:670 msgid "`servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:668 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:673 msgid "Sky rendering" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:672 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:677 msgid ":ref:`doc_sky_shader`" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:674 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:679 msgid "Godot supports using shaders to render the sky background. The radiance map (which is used to provide ambient light and reflections for PBR materials) is automatically updated based on the sky shader." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:678 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:683 msgid "The SkyMaterial resources such as ProceduralSkyMaterial, PhysicalSkyMaterial and PanoramaSkyMaterial generate a built-in shader for sky rendering. This is similar to what BaseMaterial3D provides for 3D scene materials." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:682 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:687 msgid "A detailed technical implementation can be found in the `Custom sky shaders in Godot 4.0 `__ article." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:686 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:691 msgid "**Sky rendering C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:688 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:693 msgid "`servers/rendering/renderer_rd/environment/sky.cpp `__ - Sky rendering" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:689 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:694 msgid "`scene/resources/sky.cpp `__ - Sky resource (not to be confused with sky rendering)" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:690 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:695 msgid "`scene/resources/sky_material.cpp `__ SkyMaterial resources (used in the Sky resource)" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:692 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:697 msgid "**Sky rendering GLSL shader:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:695 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:700 msgid "Volumetric fog" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:704 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:709 msgid ":ref:`doc_fog_shader`" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:706 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:711 msgid "Godot supports a frustum-aligned voxel (froxel) approach to volumetric fog rendering. As opposed to a post-processing filter, this approach is more general-purpose as it can work with any light type. Fog can also use shaders for custom behavior, which allows animating the fog or using a 3D texture to represent density." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:712 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:717 msgid "The FogMaterial resource generates a built-in shader for FogVolume nodes. This is similar to what BaseMaterial3D provides for 3D scene materials." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:715 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:720 msgid "A detailed technical explanation can be found in the `Fog Volumes arrive in Godot 4.0 `__ article." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:719 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:724 msgid "**Volumetric fog C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:721 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:726 msgid "`servers/rendering/renderer_rd/environment/fog.cpp `__ - General volumetric fog" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:722 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:727 msgid "`scene/3d/fog_volume.cpp `__ - FogVolume node" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:723 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:728 msgid "`scene/resources/fog_material.cpp `__ - FogMaterial resource (used by FogVolume)" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:725 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:730 msgid "**Volumetric fog GLSL shaders:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:727 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:732 msgid "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:728 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:733 msgid "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:731 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:736 msgid "Occlusion culling" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:733 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:738 msgid "While modern GPUs can handle drawing a lot of triangles, the number of draw calls in complex scenes can still be a bottleneck (even with Vulkan and Direct3D 12)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:737 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:741 msgid "Godot 4 supports occlusion culling to reduce overdraw (when the depth prepass is disabled) and reduce vertex throughput. This is done by rasterizing a low-resolution buffer on the CPU using `Embree `__. The buffer's resolution depends on the number of CPU threads on the system, as this is done in parallel. This buffer includes occluder shapes that were baked in the editor or created at run-time." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:745 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:749 msgid "As complex occluders can introduce a lot of strain on the CPU, baked occluders can be simplified automatically when generated in the editor." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:748 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:752 msgid "Godot's occlusion culling doesn't support dynamic occluders yet, but OccluderInstance3D nodes can still have their visibility toggled or be moved. However, this will be slow when updating complex occluders this way. Therefore, updating occluders at run-time is best done only on simple occluder shapes such as quads or cuboids." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:754 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:758 msgid "This CPU-based approach has a few advantages over other solutions, such as portals and rooms or a GPU-based culling solution:" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:757 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:761 msgid "No manual setup required (but can be tweaked manually for best performance)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:758 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:762 msgid "No frame delay, which is problematic in cutscenes during camera cuts or when the camera moves fast behind a wall." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:760 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:764 msgid "Works the same on all rendering drivers and methods, with no unpredictable behavior depending on the driver or GPU hardware." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:763 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:767 msgid "Occlusion culling is performed by registering occluder meshes, which is done using OccluderInstance3D *nodes* (which themselves use Occluder3D *resources*). RenderingServer then performs occlusion culling by calling Embree in RendererSceneOcclusionCull." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:768 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:772 msgid "**Occlusion culling C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:770 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:774 msgid "`scene/3d/occluder_instance_3d.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:771 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:775 msgid "`servers/rendering/renderer_scene_occlusion_cull.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:774 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:778 msgid "Visibility range (LOD)" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:776 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:780 msgid "Godot supports manually authored hierarchical level of detail (HLOD), with distances specified by the user in the inspector." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:779 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:783 msgid "In RenderingSceneCull, the ``_scene_cull()`` and ``_render_scene()`` functions are where most of the LOD determination happens. Each viewport can render the same mesh with different LODs (to allow for split screen rendering to look correct)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:783 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:787 msgid "**Visibility range C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:785 -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:816 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:789 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:820 msgid "`servers/rendering/renderer_scene_cull.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:788 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:792 msgid "Automatic mesh LOD" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:790 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:794 msgid "The ImporterMesh class is used for the 3D mesh import workflow in the editor. Its ``generate_lods()`` function handles generating using the `meshoptimizer `__ library." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:794 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:798 msgid "LOD mesh generation also generates shadow meshes at the same time. These are meshes that have their vertices welded regardless of smoothing and materials. This is used to improve shadow rendering performance by lowering the vertex throughput required to render shadows." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:799 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:803 msgid "The RenderingSceneCull class's ``_render_scene()`` function determines which mesh LOD should be used when rendering. Each viewport can render the same mesh with different LODs (to allow for split screen rendering to look correct)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:803 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:807 msgid "The mesh LOD is automatically chosen based on a screen coverage metric. This takes resolution and camera FOV changes into account without requiring user intervention. The threshold multiplier can be adjusted in the project settings." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:807 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:811 msgid "To improve performance, shadow rendering and reflection probe rendering also choose their own mesh LOD thresholds (which can be different from the main scene rendering)." msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:810 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:814 msgid "**Mesh LOD generation on import C++ code:**" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:812 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:816 msgid "`scene/resources/importer_mesh.cpp `__" msgstr "" -#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:814 +#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:818 msgid "**Mesh LOD determination C++ code:**" msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/object_class.pot b/sphinx/templates/contributing/development/core_and_modules/object_class.pot index a4e304e4e7..58e734b48f 100644 --- a/sphinx/templates/contributing/development/core_and_modules/object_class.pot +++ b/sphinx/templates/contributing/development/core_and_modules/object_class.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot b/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot new file mode 100644 index 0000000000..e5d370e777 --- /dev/null +++ b/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot @@ -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 , 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 \n" +"Language-Team: LANGUAGE \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/:0 +msgid "Translation status" +msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot b/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot index 66320278a8..97e3623b79 100644 --- a/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot +++ b/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot @@ -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 \n" "Language-Team: LANGUAGE \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 diff --git a/sphinx/templates/contributing/development/core_and_modules/variant_class.pot b/sphinx/templates/contributing/development/core_and_modules/variant_class.pot index 3f7d305ec5..b3498f3157 100644 --- a/sphinx/templates/contributing/development/core_and_modules/variant_class.pot +++ b/sphinx/templates/contributing/development/core_and_modules/variant_class.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/cpp_usage_guidelines.pot b/sphinx/templates/contributing/development/cpp_usage_guidelines.pot index a793537715..e113b3980e 100644 --- a/sphinx/templates/contributing/development/cpp_usage_guidelines.pot +++ b/sphinx/templates/contributing/development/cpp_usage_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/index.pot b/sphinx/templates/contributing/development/debugging/index.pot index 1bed27b63b..8b013a52a3 100644 --- a/sphinx/templates/contributing/development/debugging/index.pot +++ b/sphinx/templates/contributing/development/debugging/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `." 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 `, which cover the setup process for building and debugging with your particular editor." msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/macos_debug.pot b/sphinx/templates/contributing/development/debugging/macos_debug.pot index 991e06aa0c..cce2c98fd9 100644 --- a/sphinx/templates/contributing/development/debugging/macos_debug.pot +++ b/sphinx/templates/contributing/development/debugging/macos_debug.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot b/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot index 00a75d887d..b6bb44eb11 100644 --- a/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot +++ b/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/using_sanitizers.pot b/sphinx/templates/contributing/development/debugging/using_sanitizers.pot index 5b16ad3c33..04e7216a86 100644 --- a/sphinx/templates/contributing/development/debugging/using_sanitizers.pot +++ b/sphinx/templates/contributing/development/debugging/using_sanitizers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/debugging/vulkan/index.pot b/sphinx/templates/contributing/development/debugging/vulkan/index.pot index 71c89f8923..e628b05c4d 100644 --- a/sphinx/templates/contributing/development/debugging/vulkan/index.pot +++ b/sphinx/templates/contributing/development/debugging/vulkan/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot b/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot index e570682dd3..db8a6a7b97 100644 --- a/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot +++ b/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/creating_icons.pot b/sphinx/templates/contributing/development/editor/creating_icons.pot index bf281c1d09..881fe17ce1 100644 --- a/sphinx/templates/contributing/development/editor/creating_icons.pot +++ b/sphinx/templates/contributing/development/editor/creating_icons.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/editor_style_guide.pot b/sphinx/templates/contributing/development/editor/editor_style_guide.pot index b0262d9512..0418857212 100644 --- a/sphinx/templates/contributing/development/editor/editor_style_guide.pot +++ b/sphinx/templates/contributing/development/editor/editor_style_guide.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/editor/index.pot b/sphinx/templates/contributing/development/editor/index.pot index a227b6d1a0..e9d0f2c34a 100644 --- a/sphinx/templates/contributing/development/editor/index.pot +++ b/sphinx/templates/contributing/development/editor/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot b/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot index 46fa80a2e5..1ae5889c50 100644 --- a/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot +++ b/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot b/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot index a38b96d188..621b3b33bb 100644 --- a/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/development/file_formats/index.pot b/sphinx/templates/contributing/development/file_formats/index.pot index 0ac1dda781..a06a633394 100644 --- a/sphinx/templates/contributing/development/file_formats/index.pot +++ b/sphinx/templates/contributing/development/file_formats/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/contributing/development/file_formats/tscn.pot b/sphinx/templates/contributing/development/file_formats/tscn.pot index e2bf06352f..64a3d7c409 100644 --- a/sphinx/templates/contributing/development/file_formats/tscn.pot +++ b/sphinx/templates/contributing/development/file_formats/tscn.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `__ 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 `__ 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//``. 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 "" diff --git a/sphinx/templates/contributing/development/handling_compatibility_breakages.pot b/sphinx/templates/contributing/development/handling_compatibility_breakages.pot new file mode 100644 index 0000000000..8c46cd21a8 --- /dev/null +++ b/sphinx/templates/contributing/development/handling_compatibility_breakages.pot @@ -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 , 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 \n" +"Language-Team: LANGUAGE \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 `_, 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 `_." +msgstr "" + +#: ../../docs/:0 +msgid "Translation status" +msgstr "" diff --git a/sphinx/templates/contributing/development/index.pot b/sphinx/templates/contributing/development/index.pot index f52c892d3c..3b99e41a69 100644 --- a/sphinx/templates/contributing/development/index.pot +++ b/sphinx/templates/contributing/development/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `, 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 "" diff --git a/sphinx/templates/contributing/documentation/building_the_manual.pot b/sphinx/templates/contributing/documentation/building_the_manual.pot index 55cb7afb80..15468dde8a 100644 --- a/sphinx/templates/contributing/documentation/building_the_manual.pot +++ b/sphinx/templates/contributing/documentation/building_the_manual.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/class_reference_primer.pot b/sphinx/templates/contributing/documentation/class_reference_primer.pot index bce65a6d6b..bc50d9820f 100644 --- a/sphinx/templates/contributing/documentation/class_reference_primer.pot +++ b/sphinx/templates/contributing/documentation/class_reference_primer.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `." +msgid "See :ref:`@GDScript.@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 `." +msgid "See :ref:`Color.RED `." msgstr "" #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -199,22 +196,6 @@ msgstr "" msgid "See :ref:`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() `." -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 `." 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() `." +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 `." +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 * `." +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 `." 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 `." -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 `." 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 `_" +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 `_ 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 `_ 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/:0 diff --git a/sphinx/templates/contributing/documentation/content_guidelines.pot b/sphinx/templates/contributing/documentation/content_guidelines.pot index 2f0856a8e9..ec2e07efd6 100644 --- a/sphinx/templates/contributing/documentation/content_guidelines.pot +++ b/sphinx/templates/contributing/documentation/content_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot b/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot index cc2165b690..f30e126101 100644 --- a/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot +++ b/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/docs_image_guidelines.pot b/sphinx/templates/contributing/documentation/docs_image_guidelines.pot index e3b587ea8c..695223fe7b 100644 --- a/sphinx/templates/contributing/documentation/docs_image_guidelines.pot +++ b/sphinx/templates/contributing/documentation/docs_image_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `_ 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 `_ 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 `_, 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 `_. 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 `_. 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 `__ is the most popular option, but `SimpleScreenRecorder `__ can be used as an alternative on Linux. `ShareX `__ 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 ` 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 `__ or the `FFmpeg ` 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/:0 msgid "Translation status" msgstr "" diff --git a/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot b/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot index d9fce9ddc3..2c115bf5cd 100644 --- a/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot +++ b/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `." 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 "" diff --git a/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot b/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot index 7f57e03b5e..63eccd18dd 100644 --- a/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot +++ b/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/documentation/index.pot b/sphinx/templates/contributing/documentation/index.pot index a30790d661..c43fa6e7c4 100644 --- a/sphinx/templates/contributing/documentation/index.pot +++ b/sphinx/templates/contributing/documentation/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `, 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 `_. 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 "" diff --git a/sphinx/templates/contributing/documentation/updating_the_class_reference.pot b/sphinx/templates/contributing/documentation/updating_the_class_reference.pot index 0a533f5ecf..1d7337b2fd 100644 --- a/sphinx/templates/contributing/documentation/updating_the_class_reference.pot +++ b/sphinx/templates/contributing/documentation/updating_the_class_reference.pot @@ -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 \n" "Language-Team: LANGUAGE \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/:0 msgid "Translation status" msgstr "" diff --git a/sphinx/templates/contributing/ways_to_contribute.pot b/sphinx/templates/contributing/ways_to_contribute.pot index 73a66bc929..0c224c19fb 100644 --- a/sphinx/templates/contributing/ways_to_contribute.pot +++ b/sphinx/templates/contributing/ways_to_contribute.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/bisecting_regressions.pot b/sphinx/templates/contributing/workflow/bisecting_regressions.pot index 07f9651529..03ec060242 100644 --- a/sphinx/templates/contributing/workflow/bisecting_regressions.pot +++ b/sphinx/templates/contributing/workflow/bisecting_regressions.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot b/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot index bc169b51e7..661793c3d3 100644 --- a/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot +++ b/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/index.pot b/sphinx/templates/contributing/workflow/index.pot index 6db5ecc4c5..e3ad9d370f 100644 --- a/sphinx/templates/contributing/workflow/index.pot +++ b/sphinx/templates/contributing/workflow/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/contributing/workflow/pr_review_guidelines.pot b/sphinx/templates/contributing/workflow/pr_review_guidelines.pot index 3b932240c2..382d9d084d 100644 --- a/sphinx/templates/contributing/workflow/pr_review_guidelines.pot +++ b/sphinx/templates/contributing/workflow/pr_review_guidelines.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/pr_workflow.pot b/sphinx/templates/contributing/workflow/pr_workflow.pot index b0cb7c57df..09aa2c8f0d 100644 --- a/sphinx/templates/contributing/workflow/pr_workflow.pot +++ b/sphinx/templates/contributing/workflow/pr_workflow.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/contributing/workflow/testing_pull_requests.pot b/sphinx/templates/contributing/workflow/testing_pull_requests.pot index 1a922bc953..28fe185171 100644 --- a/sphinx/templates/contributing/workflow/testing_pull_requests.pot +++ b/sphinx/templates/contributing/workflow/testing_pull_requests.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` 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 ` instructions for your operating system." +msgstr "" + #: ../../docs/:0 msgid "Translation status" msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot b/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot index ded356d084..7ea89a262a 100644 --- a/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot +++ b/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot b/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot index a069823cf0..0de7144c54 100644 --- a/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot +++ b/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `. 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 ` 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 `. 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 ` 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 ` 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 "" diff --git a/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot b/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot index e2050dc1fb..cc9f339f02 100644 --- a/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot +++ b/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot b/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot index 6ecc588084..329dc3b476 100644 --- a/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot +++ b/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot b/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot index 9edca0f8c4..40f4e09ccd 100644 --- a/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot +++ b/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` (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 ` (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 ` (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 ` (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 ` 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 ` 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 "" diff --git a/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot b/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot index 1a658903f4..467add5e05 100644 --- a/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot +++ b/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot @@ -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 \n" "Language-Team: LANGUAGE \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 "" diff --git a/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot b/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot index e3b01848de..67395f85b3 100644 --- a/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot +++ b/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` node instead." msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:24 diff --git a/sphinx/templates/getting_started/first_2d_game/index.pot b/sphinx/templates/getting_started/first_2d_game/index.pot index 3fa1659af8..c9c7de4a39 100644 --- a/sphinx/templates/getting_started/first_2d_game/index.pot +++ b/sphinx/templates/getting_started/first_2d_game/index.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `." 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 `__." 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 `_." msgstr "" -#: ../../docs/getting_started/first_2d_game/index.rst:63 +#: ../../docs/getting_started/first_2d_game/index.rst:65 msgid "Contents" msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot b/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot index 8b46edf906..25d8b83d53 100644 --- a/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot +++ b/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot @@ -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 \n" "Language-Team: LANGUAGE \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 `__." 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 ` 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 ` nodes. They require :ref:`CollisionShape3D ` child nodes to define the collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D ` node, then a :ref:`CollisionShape3D `. Rename the :ref:`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 ` 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 ` node, head to the *Inspector* and click the ** 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 ` 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 ` 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 ` 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 `." 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 ` 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 "" diff --git a/sphinx/templates/getting_started/first_3d_game/02.player_input.pot b/sphinx/templates/getting_started/first_3d_game/02.player_input.pot index 5e16ce7a2c..1340657dcf 100644 --- a/sphinx/templates/getting_started/first_3d_game/02.player_input.pot +++ b/sphinx/templates/getting_started/first_3d_game/02.player_input.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` 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 ` 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 ` 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 `__ 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 `. In the *Inspector*, on the *Shape* property, add a new :ref:`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 "" diff --git a/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot b/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot index 1b4a2c32f7..54534836c8 100644 --- a/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot +++ b/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` 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 ` 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 `" 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 `, and name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:`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 `, and name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:`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 ` 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 "" diff --git a/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot b/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot index b60ea5b690..a9456ff2be 100644 --- a/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot +++ b/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot @@ -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 \n" "Language-Team: LANGUAGE \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 ` node as its root. Name it ``Mob``. Add a child node :ref:`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 `." 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 `, 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 `. 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 ` 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 ` 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 "" diff --git a/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot b/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot index d14b669535..e119bd43aa 100644 --- a/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot +++ b/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,42 +16,48 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:6 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:4 msgid "Spawning monsters" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:8 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:6 msgid "In this part, we're going to spawn monsters along a path randomly. By the end, you will have monsters roaming the game board." msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:11 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:9 msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:334 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 msgid "image0" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:13 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:11 msgid "Double-click on ``main.tscn`` in the *FileSystem* dock to open the ``Main`` scene." msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:15 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:13 msgid "Before drawing the path, we're going to change the game resolution. Our game has a default window size of ``1152x648``. We're going to set it to ``720x540``, a nice little box." msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:19 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:17 msgid "Go to *Project -> Project Settings*." msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:21 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:19 msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:335 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 msgid "image1" msgstr "" +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:21 +msgid "If you still have *Input Map* open, switch to the *General* tab." +msgstr "" + #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:23 msgid "In the left menu, navigate down to *Display -> Window*. On the right, set the *Width* to ``720`` and the *Height* to ``540``." msgstr "" @@ -60,7 +66,8 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:336 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 msgid "image2" msgstr "" @@ -84,7 +91,8 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:337 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 msgid "image3" msgstr "" @@ -100,7 +108,8 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:338 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 msgid "image4" msgstr "" @@ -112,7 +121,8 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:339 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 msgid "image5" msgstr "" @@ -124,7 +134,8 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:340 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 msgid "image6" msgstr "" @@ -136,7 +147,8 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:341 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 msgid "image7" msgstr "" @@ -148,7 +160,8 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:342 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 msgid "image8" msgstr "" @@ -160,7 +173,8 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:343 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 msgid "image9" msgstr "" @@ -176,7 +190,8 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:344 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 msgid "image10" msgstr "" @@ -188,7 +203,8 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:345 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 msgid "image11" msgstr "" @@ -208,7 +224,8 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:346 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:360 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:360 msgid "image12" msgstr "" @@ -220,7 +237,8 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:347 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:361 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:361 msgid "image13" msgstr "" @@ -240,7 +258,8 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:362 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:362 msgid "image14" msgstr "" @@ -252,7 +271,8 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:363 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:363 msgid "image15" msgstr "" @@ -264,7 +284,8 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:364 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:364 msgid "image16" msgstr "" @@ -280,7 +301,8 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:365 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:365 msgid "image17" msgstr "" @@ -292,7 +314,8 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:366 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:366 msgid "image18" msgstr "" @@ -304,7 +327,8 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:367 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:367 msgid "image19" msgstr "" @@ -336,7 +360,8 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:368 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:368 msgid "image20" msgstr "" @@ -348,7 +373,8 @@ msgstr "" msgid "|image21|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:369 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:369 msgid "image21" msgstr "" @@ -360,7 +386,8 @@ msgstr "" msgid "|image22|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:370 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:370 msgid "image22" msgstr "" @@ -376,7 +403,8 @@ msgstr "" msgid "|image23|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:371 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:371 msgid "image23" msgstr "" @@ -388,7 +416,8 @@ msgstr "" msgid "|image24|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:372 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:372 msgid "image24" msgstr "" @@ -425,22 +454,31 @@ msgid "Above, ``randf()`` produces a random value between ``0`` and ``1``, which msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:272 +msgid "Note that if you remove the ``Player`` from the main scene, the following line" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:284 +msgid "gives an error because there is no $Player!" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:286 msgid "Here is the complete ``main.gd`` script so far, for reference." msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:326 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:340 msgid "You can test the scene by pressing :kbd:`F6`. You should see the monsters spawn and move in a straight line." msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:329 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:343 msgid "|image25|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:373 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:373 msgid "image25" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:331 +#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:345 msgid "For now, they bump and slide against one another when their paths cross. We'll address this in the next part." msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot b/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot index 1f86d25e12..7705a2f683 100644 --- a/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot +++ b/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,311 +16,320 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:6 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:4 msgid "Jumping and squashing monsters" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:8 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:6 msgid "In this part, we'll add the ability to jump and squash the monsters. In the next lesson, we'll make the player die when a monster hits them on the ground." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:11 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:9 msgid "First, we have to change a few settings related to physics interactions. Enter the world of :ref:`physics layers `." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:16 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:14 msgid "Controlling physics interactions" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:18 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:16 msgid "Physics bodies have access to two complementary properties: layers and masks. Layers define on which physics layer(s) an object is." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:21 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:19 msgid "Masks control the layers that a body will listen to and detect. This affects collision detection. When you want two bodies to interact, you need at least one to have a mask corresponding to the other." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:25 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:23 msgid "If that's confusing, don't worry, we'll see three examples in a second." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:27 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:25 msgid "The important point is that you can use layers and masks to filter physics interactions, control performance, and remove the need for extra conditions in your code." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:31 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:29 msgid "By default, all physics bodies and areas are set to both layer and mask ``1``. This means they all collide with each other." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:34 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:32 msgid "Physics layers are represented by numbers, but we can give them names to keep track of what's what." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:38 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:36 msgid "Setting layer names" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:40 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:38 msgid "Let's give our physics layers a name. Go to *Project -> Project Settings*." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:42 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:40 msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:366 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:366 msgid "image0" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:44 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:42 msgid "In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see a list of layers with a field next to each of them on the right. You can set their names there. Name the first three layers *player*, *enemies*, and *world*, respectively." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:49 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:47 msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:367 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:367 msgid "image1" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:51 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:49 msgid "Now, we can assign them to our physics nodes." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:54 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:52 msgid "Assigning layers and masks" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:56 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:54 msgid "In the *Main* scene, select the ``Ground`` node. In the *Inspector*, expand the *Collision* section. There, you can see the node's layers and masks as a grid of buttons." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:60 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:58 msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 msgid "image2" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:62 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:60 msgid "The ground is part of the world, so we want it to be part of the third layer. Click the lit button to toggle **off** the first *Layer* and toggle **on** the third one. Then, toggle **off** the *Mask* by clicking on it." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:66 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:64 msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 msgid "image3" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:68 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:66 msgid "As mentioned before, the *Mask* property allows a node to listen to interaction with other physics objects, but we don't need it to have collisions. ``Ground`` doesn't need to listen to anything; it's just there to prevent creatures from falling." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:72 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:70 msgid "Note that you can click the \"...\" button on the right side of the properties to see a list of named checkboxes." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:75 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:73 msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 msgid "image4" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:77 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:75 msgid "Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-clicking the file in the *FileSystem* dock." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:80 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:78 msgid "Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" and \"world\". You can leave the default *Layer* property as it is, because the first layer is the \"player\" layer." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:84 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:82 msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 msgid "image5" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:86 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:84 msgid "Then, open the *Mob* scene by double-clicking on ``mob.tscn`` and select the ``Mob`` node." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:89 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:87 msgid "Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> Mask*, leaving the mask empty." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:92 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:90 msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 msgid "image6" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:94 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:92 msgid "These settings mean the monsters will move through one another. If you want the monsters to collide with and slide against each other, turn **on** the \"enemies\" mask." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:100 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:98 msgid "The mobs don't need to mask the \"world\" layer because they only move on the XZ plane. We don't apply any gravity to them by design." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:104 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:102 msgid "Jumping" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:106 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:104 msgid "The jumping mechanic itself requires only two lines of code. Open the *Player* script. We need a value to control the jump's strength and update ``_physics_process()`` to code the jump." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:110 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:108 msgid "After the line that defines ``fall_acceleration``, at the top of the script, add the ``jump_impulse``." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:129 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:127 msgid "Inside ``_physics_process()``, add the following code before the ``move_and_slide()`` codeblock." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:158 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:156 msgid "That's all you need to jump!" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:160 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:158 msgid "The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` class. It returns ``true`` if the body collided with the floor in this frame. That's why we apply gravity to the *Player*: so we collide with the floor instead of floating over it like the monsters." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:165 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:163 msgid "If the character is on the floor and the player presses \"jump\", we instantly give them a lot of vertical speed. In games, you really want controls to be responsive and giving instant speed boosts like these, while unrealistic, feels great." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:170 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:168 msgid "Notice that the Y axis is positive upwards. That's unlike 2D, where the Y axis is positive downwards." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:174 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:172 msgid "Squashing monsters" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:176 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:174 msgid "Let's add the squash mechanic next. We're going to make the character bounce over monsters and kill them at the same time." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:179 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:177 msgid "We need to detect collisions with a monster and to differentiate them from collisions with the floor. To do so, we can use Godot's :ref:`group ` tagging feature." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:183 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:181 msgid "Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the *Node* dock on the right to see a list of signals. The *Node* dock has two tabs: *Signals*, which you've already used, and *Groups*, which allows you to assign tags to nodes." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:188 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:186 msgid "Click on it to reveal a field where you can write a tag name. Enter \"mob\" in the field and click the *Add* button." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:191 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:189 msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:375 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 msgid "image7" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:193 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:191 msgid "An icon appears in the *Scene* dock to indicate the node is part of at least one group." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:196 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:194 msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:376 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 msgid "image8" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:198 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:196 msgid "We can now use the group from the code to distinguish collisions with monsters from collisions with the floor." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:202 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:200 msgid "Coding the squash mechanic" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:204 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:202 msgid "Head back to the *Player* script to code the squash and bounce." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:206 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:204 msgid "At the top of the script, we need another property, ``bounce_impulse``. When squashing an enemy, we don't necessarily want the character to go as high up as when jumping." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:225 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:223 msgid "Then, after the **Jumping** codeblock we added above in ``_physics_process()``, add the following loop. With ``move_and_slide()``, Godot makes the body move sometimes multiple times in a row to smooth out the character's motion. So we have to loop over all collisions that may have happened." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:230 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:228 msgid "In every iteration of the loop, we check if we landed on a mob. If so, we kill it and bounce." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:233 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:231 msgid "With this code, if no collisions occurred on a given frame, the loop won't run." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:291 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:289 msgid "That's a lot of new functions. Here's some more information about them." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:293 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:291 msgid "The functions ``get_slide_collision_count()`` and ``get_slide_collision()`` both come from the :ref:`CharacterBody3D ` class and are related to ``move_and_slide()``." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:297 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:295 msgid "``get_slide_collision()`` returns a :ref:`KinematicCollision3D` object that holds information about where and how the collision occurred. For example, we use its ``get_collider`` property to check if we collided with a \"mob\" by calling ``is_in_group()`` on it: ``collision.get_collider().is_in_group(\"mob\")``." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:305 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:303 msgid "The method ``is_in_group()`` is available on every :ref:`Node`." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:307 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:305 msgid "To check that we are landing on the monster, we use the vector dot product: ``Vector3.UP.dot(collision.get_normal()) > 0.1``. The collision normal is a 3D vector that is perpendicular to the plane where the collision occurred. The dot product allows us to compare it to the up direction." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:312 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:310 msgid "With dot products, when the result is greater than ``0``, the two vectors are at an angle of fewer than 90 degrees. A value higher than ``0.1`` tells us that we are roughly above the monster." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:316 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:314 msgid "After handling the squash and bounce logic, we terminate the loop early via the ``break`` statement to prevent further duplicate calls to ``mob.squash()``, which may otherwise result in unintended bugs such as counting the score multiple times for one kill." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:320 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:318 msgid "We are calling one undefined function, ``mob.squash()``, so we have to add it to the Mob class." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:323 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:321 msgid "Open the script ``Mob.gd`` by double-clicking on it in the *FileSystem* dock. At the top of the script, we want to define a new signal named ``squashed``. And at the bottom, you can add the squash function, where we emit the signal and destroy the mob." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:359 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:357 msgid "When using C#, Godot will create the appropriate events automatically for all Signals ending with `EventHandler`, see :ref:`C# Signals `." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:361 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:359 msgid "We will use the signal to add points to the score in the next lesson." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:363 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:361 msgid "With that, you should be able to kill monsters by jumping on them. You can press :kbd:`F5` to try the game and set ``main.tscn`` as your project's main scene." msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:366 +#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:364 msgid "However, the player won't die yet. We'll work on that in the next part." msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot b/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot index ae201cd7aa..bac7be25a0 100644 --- a/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot +++ b/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,167 +16,169 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:6 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:4 msgid "Killing the player" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:8 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:6 msgid "We can kill enemies by jumping on them, but the player still can't die. Let's fix this." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:11 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:9 msgid "We want to detect being hit by an enemy differently from squashing them. We want the player to die when they're moving on the floor, but not if they're in the air. We could use vector math to distinguish the two kinds of collisions. Instead, though, we will use an :ref:`Area3D ` node, which works well for hitboxes." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:18 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:16 msgid "Hitbox with the Area node" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:20 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:18 msgid "Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D `. Name it ``MobDetector`` Add a :ref:`CollisionShape3D ` node as a child of it." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:24 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:22 msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:526 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:512 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:512 msgid "image0" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:26 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:24 msgid "In the *Inspector*, assign a cylinder shape to it." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:28 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:26 msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:527 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:513 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:513 msgid "image1" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:30 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:28 msgid "Here is a trick you can use to make the collisions only happen when the player is on the ground or close to it. You can reduce the cylinder's height and move it up to the top of the character. This way, when the player jumps, the shape will be too high up for the enemies to collide with it." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:36 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:34 msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:528 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:514 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:514 msgid "image2" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:38 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:36 msgid "You also want the cylinder to be wider than the sphere. This way, the player gets hit before colliding and being pushed on top of the monster's collision box." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:42 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:40 msgid "The wider the cylinder, the more easily the player will get killed." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:44 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:42 msgid "Next, select the ``MobDetector`` node again, and in the *Inspector*, turn **off** its *Monitorable* property. This makes it so other physics nodes cannot detect the area. The complementary *Monitoring* property allows it to detect collisions. Then, remove the *Collision -> Layer* and set the mask to the \"enemies\" layer." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:50 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:48 msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:529 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:515 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:515 msgid "image3" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:52 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:50 msgid "When areas detect a collision, they emit signals. We're going to connect one to the ``Player`` node. Select ``MobDetector`` and go to *Inspector*'s *Node* tab, double-click the ``body_entered`` signal and connect it to the ``Player``" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:56 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:54 msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:530 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:516 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:516 msgid "image4" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:58 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:56 msgid "The *MobDetector* will emit ``body_entered`` when a :ref:`CharacterBody3D ` or a :ref:`RigidBody3D ` node enters it. As it only masks the \"enemies\" physics layers, it will only detect the ``Mob`` nodes." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:62 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:60 msgid "Code-wise, we're going to do two things: emit a signal we'll later use to end the game and destroy the player. We can wrap these operations in a ``die()`` function that helps us put a descriptive label on the code." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:105 -msgid "Try the game again by pressing :kbd:`F5`. If everything is set up correctly, the character should die when an enemy runs into the collider. Note that without a ``Player``, the following line" -msgstr "" - -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:118 -msgid "gives error because there is no $Player!" -msgstr "" - -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:120 -msgid "Also note that the enemy colliding with the player and dying depends on the size and position of the ``Player`` and the ``Mob``\\ 's collision shapes. You may need to move them and resize them to achieve a tight game feel." -msgstr "" - -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:125 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:104 msgid "Ending the game" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:127 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:106 msgid "We can use the ``Player``\\ 's ``hit`` signal to end the game. All we need to do is connect it to the ``Main`` node and stop the ``MobTimer`` in reaction." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:131 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:110 msgid "Open ``main.tscn``, select the ``Player`` node, and in the *Node* dock, connect its ``hit`` signal to the ``Main`` node." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:134 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:113 msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:531 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:517 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:517 msgid "image5" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:136 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:115 msgid "Get the timer, and stop it, in the ``_on_player_hit()`` function." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:152 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:131 msgid "If you try the game now, the monsters will stop spawning when you die, and the remaining ones will leave the screen." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:155 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:134 +msgid "Notice also that the game no longer crashes or displays an error when the player dies. Because we are stopping the MobTimer, it no longer triggers the ``_on_mob_timer_timeout()`` function." +msgstr "" + +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:137 +msgid "Also note that the enemy colliding with the player and dying depends on the size and position of the ``Player`` and the ``Mob``\\ 's collision shapes. You may need to move them and resize them to achieve a tight game feel." +msgstr "" + +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:141 msgid "You can pat yourself in the back: you prototyped a complete 3D game, even if it's still a bit rough." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:158 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:144 msgid "From there, we'll add a score, the option to retry the game, and you'll see how you can make the game feel much more alive with minimalistic animations." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:163 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:149 msgid "Code checkpoint" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:165 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:151 msgid "Here are the complete scripts for the ``Main``, ``Mob``, and ``Player`` nodes, for reference. You can use them to compare and check your code." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:168 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:154 msgid "Starting with ``main.gd``." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:230 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:216 msgid "Next is ``Mob.gd``." msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:325 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:311 msgid "Finally, the longest script, ``Player.gd``:" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:524 +#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:510 msgid "See you in the next lesson to add the score and the retry option." msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot b/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot index 4dc30c31e4..32b2642676 100644 --- a/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot +++ b/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,423 +16,443 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:6 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:4 msgid "Score and replay" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:8 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:6 msgid "In this part, we'll add the score, music playback, and the ability to restart the game." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:11 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:9 msgid "We have to keep track of the current score in a variable and display it on screen using a minimal interface. We will use a text label to do that." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:14 -msgid "In the main scene, add a new child node :ref:`Control ` to ``Main`` and name it ``UserInterface``. You will automatically be taken to the 2D screen, where you can edit your User Interface (UI)." +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:12 +msgid "In the main scene, add a new child node :ref:`Control ` to ``Main`` and name it ``UserInterface``. Ensure you are on the 2D screen, where you can edit your User Interface (UI)." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:18 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:15 msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:20 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:17 msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:449 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:449 msgid "image1" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:22 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:19 msgid "In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: 0\"." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:24 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:21 msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:450 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:450 msgid "image2" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:26 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:23 msgid "Also, the text is white by default, like our game's background. We need to change its color to see it at runtime." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:29 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:26 msgid "Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font Color* in order to tint the text to black (which contrasts well with the white 3D scene)" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:33 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:30 msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 msgid "image3" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:35 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:32 msgid "Finally, click and drag on the text in the viewport to move it away from the top-left corner." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:38 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:35 msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 msgid "image4" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:40 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:37 msgid "The ``UserInterface`` node allows us to group our UI in a branch of the scene tree and use a theme resource that will propagate to all its children. We'll use it to set our game's font." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:45 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:42 msgid "Creating a UI theme" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:47 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:44 msgid "Once again, select the ``UserInterface`` node. In the *Inspector*, create a new theme resource in *Theme -> Theme*." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:50 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:47 msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 msgid "image5" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:52 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:49 msgid "Click on it to open the theme editor In the bottom panel. It gives you a preview of how all the built-in UI widgets will look with your theme resource." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:55 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:52 msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 msgid "image6" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:57 -msgid "By default, a theme only has one property, the *Default Font*." +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:54 +msgid "By default, a theme only has a few properties: *Default Base Scale*, *Default Font* and *Default Font Size*." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:61 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:59 msgid "You can add more properties to the theme resource to design complex user interfaces, but that is beyond the scope of this series. To learn more about creating and editing themes, see :ref:`doc_gui_skinning`." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:65 -msgid "This one expects a font file like the ones you have on your computer. Two common font file formats are TrueType Font (TTF) and OpenType Font (OTF)." +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:63 +msgid "The *Default Font* expects a font file like the ones you have on your computer. Two common font file formats are TrueType Font (TTF) and OpenType Font (OTF)." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:68 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:66 msgid "In the *FileSystem* dock, expand the ``fonts`` directory and click and drag the ``Montserrat-Medium.ttf`` file we included in the project onto the *Default Font*. The text will reappear in the theme preview." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:72 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:70 msgid "The text is a bit small. Set the *Default Font Size* to ``22`` pixels to increase the text's size." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:74 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:72 msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 msgid "image7" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:77 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:75 msgid "Keeping track of the score" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:79 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:77 msgid "Let's work on the score next. Attach a new script to the ``ScoreLabel`` and define the ``score`` variable." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:98 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:96 msgid "The score should increase by ``1`` every time we squash a monster. We can use their ``squashed`` signal to know when that happens. However, because we instantiate monsters from the code, we cannot connect the mob signal to the ``ScoreLabel`` via the editor." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:102 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:100 msgid "Instead, we have to make the connection from the code every time we spawn a monster." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:105 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:103 msgid "Open the script ``main.gd``. If it's still open, you can click on its name in the script editor's left column." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:108 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:106 msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 msgid "image8" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:110 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:108 msgid "Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* dock." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:113 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:111 msgid "At the bottom of the ``_on_mob_timer_timeout()`` function, add the following line:" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:133 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:131 msgid "This line means that when the mob emits the ``squashed`` signal, the ``ScoreLabel`` node will receive it and call the function ``_on_mob_squashed()``." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:136 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:134 msgid "Head back to the ``ScoreLabel.gd`` script to define the ``_on_mob_squashed()`` callback function." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:139 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:137 msgid "There, we increment the score and update the displayed text." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:156 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:154 msgid "The second line uses the value of the ``score`` variable to replace the placeholder ``%s``. When using this feature, Godot automatically converts values to string text, which is convenient when outputting text in labels or when using the ``print()`` function." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:163 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:161 msgid "You can learn more about string formatting here: :ref:`doc_gdscript_printf`. In C#, consider using `string interpolation with \"$\" `_." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:166 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:164 msgid "You can now play the game and squash a few enemies to see the score increase." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:169 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:167 msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 msgid "image9" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:173 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:171 msgid "In a complex game, you may want to completely separate your user interface from the game world. In that case, you would not keep track of the score on the label. Instead, you may want to store it in a separate, dedicated object. But when prototyping or when your project is simple, it is fine to keep your code simple. Programming is always a balancing act." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:180 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:178 msgid "Retrying the game" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:182 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:180 msgid "We'll now add the ability to play again after dying. When the player dies, we'll display a message on the screen and wait for input." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:185 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:183 msgid "Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add a child node :ref:`ColorRect `, and name it ``Retry``. This node fills a rectangle with a uniform color and will serve as an overlay to darken the screen." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:190 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:188 msgid "To make it span over the whole viewport, you can use the *Anchor Preset* menu in the toolbar." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:193 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:191 msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 msgid "image10" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:195 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:193 msgid "Open it and apply the *Full Rect* command." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:197 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:195 msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 msgid "image11" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:199 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:197 msgid "Nothing happens. Well, almost nothing; only the four green pins move to the corners of the selection box." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:202 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:200 msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 msgid "image12" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:204 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:202 msgid "This is because UI nodes (all the ones with a green icon) work with anchors and margins relative to their parent's bounding box. Here, the ``UserInterface`` node has a small size and the ``Retry`` one is limited by it." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:208 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:206 msgid "Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as well. The ``Retry`` node should now span the whole viewport." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:211 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:209 msgid "Let's change its color so it darkens the game area. Select ``Retry`` and in the *Inspector*, set its *Color* to something both dark and transparent. To do so, in the color picker, drag the *A* slider to the left. It controls the color's Alpha channel, that is to say, its opacity/transparency." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:216 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:214 msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 msgid "image13" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:218 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:216 msgid "Next, add a :ref:`Label ` as a child of ``Retry`` and give it the *Text* \"Press Enter to retry.\" To move it and anchor it in the center of the screen, apply *Anchor Preset -> Center* to it." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:223 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:221 msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 msgid "image14" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:226 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:224 msgid "Coding the retry option" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:228 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:226 msgid "We can now head to the code to show and hide the ``Retry`` node when the player dies and plays again." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:231 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:229 msgid "Open the script ``main.gd``. First, we want to hide the overlay at the start of the game. Add this line to the ``_ready()`` function." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:247 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:245 msgid "Then, when the player gets hit, we show the overlay." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:264 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:262 msgid "Finally, when the ``Retry`` node is visible, we need to listen to the player's input and restart the game if they press enter. To do this, we use the built-in ``_unhandled_input()`` callback, which is triggered on any input." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:268 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:266 msgid "If the player pressed the predefined ``ui_accept`` input action and ``Retry`` is visible, we reload the current scene." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:290 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:288 msgid "The function ``get_tree()`` gives us access to the global :ref:`SceneTree ` object, which allows us to reload and restart the current scene." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:295 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:293 msgid "Adding music" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:297 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:295 msgid "To add music that plays continuously in the background, we're going to use another feature in Godot: :ref:`autoloads `." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:300 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:298 msgid "To play audio, all you need to do is add an :ref:`AudioStreamPlayer ` node to your scene and attach an audio file to it. When you start the scene, it can play automatically. However, when you reload the scene, like we do to play again, the audio nodes are also reset, and the music starts back from the beginning." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:305 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:303 msgid "You can use the autoload feature to have Godot load a node or a scene automatically at the start of the game, outside the current scene. You can also use it to create globally accessible objects." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:309 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:307 msgid "Create a new scene by going to the *Scene* menu and clicking *New Scene* or by using the *+* icon next to your currently opened scene." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:312 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:310 msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 msgid "image15" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:314 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:312 msgid "Click the *Other Node* button to create an :ref:`AudioStreamPlayer ` and rename it to ``MusicPlayer``." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:317 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:315 msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 msgid "image16" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:319 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:317 msgid "We included a music soundtrack in the ``art/`` directory, ``House In a Forest Loop.ogg``. Click and drag it onto the *Stream* property in the *Inspector*. Also, turn on *Autoplay* so the music plays automatically at the start of the game." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:324 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:322 msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 msgid "image17" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:326 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:324 msgid "Save the scene as ``MusicPlayer.tscn``." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:328 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:326 msgid "We have to register it as an autoload. Head to the *Project -> Project Settings…* menu and click on the *Autoload* tab." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:331 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:329 msgid "In the *Path* field, you want to enter the path to your scene. Click the folder icon to open the file browser and double-click on ``MusicPlayer.tscn``. Then, click the *Add* button on the right to register the node." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:335 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:333 msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 msgid "image18" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:337 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:335 msgid "``MusicPlayer.tscn`` now loads into any scene you open or play. So if you run the game now, the music will play automatically in any scene." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:340 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:338 msgid "Before we wrap up this lesson, here's a quick look at how it works under the hood. When you run the game, your *Scene* dock changes to give you two tabs: *Remote* and *Local*." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:344 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:342 msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:469 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 msgid "image19" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:346 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:344 msgid "The *Remote* tab allows you to visualize the node tree of your running game. There, you will see the *Main* node and everything the scene contains and the instantiated mobs at the bottom." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:350 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:348 msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:470 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 msgid "image20" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:352 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:350 msgid "At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is your game's viewport." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:355 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:353 msgid "And that does it for this lesson. In the next part, we'll add an animation to make the game both look and feel much nicer." msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:358 +#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:356 msgid "Here is the complete ``main.gd`` script for reference." msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot b/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot index 6f8fce33b1..2e18dd5a4b 100644 --- a/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot +++ b/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,423 +16,491 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:6 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:4 msgid "Character animation" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:8 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:6 msgid "In this final lesson, we'll use Godot's built-in animation tools to make our characters float and flap. You'll learn to design animations in the editor and use code to make your game feel alive." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:12 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:10 msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:608 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 msgid "image0" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:14 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:12 msgid "We'll start with an introduction to using the animation editor." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:17 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:15 msgid "Using the animation editor" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:19 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:17 msgid "The engine comes with tools to author animations in the editor. You can then use the code to play and control them at runtime." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:22 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:20 msgid "Open the player scene, select the ``Player`` node, and add an :ref:`AnimationPlayer ` node." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:24 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:22 msgid "The *Animation* dock appears in the bottom panel." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:26 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:24 msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:609 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 msgid "image1" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:28 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:26 msgid "It features a toolbar and the animation drop-down menu at the top, a track editor in the middle that's currently empty, and filter, snap, and zoom options at the bottom." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:32 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:30 msgid "Let's create an animation. Click on *Animation -> New*." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:34 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:32 msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:610 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 msgid "image2" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:36 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:34 msgid "Name the animation \"float\"." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:38 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:36 msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:611 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 msgid "image3" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:40 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:38 msgid "Once you've created the animation, the timeline appears with numbers representing time in seconds." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:43 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:41 msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:612 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 msgid "image4" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:45 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:43 msgid "We want the animation to start playback automatically at the start of the game. Also, it should loop." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:48 -msgid "To do so, you can click the button with an \"A+\" icon in the animation toolbar and the looping arrows, respectively." +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:46 +msgid "To do so, you can click the autoplay button (|Autoplay|) in the animation toolbar and the looping arrows, respectively." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:51 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:642 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:642 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:642 +msgid "Autoplay" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:49 msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:613 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 msgid "image5" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:53 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:51 msgid "You can also pin the animation editor by clicking the pin icon in the top-right. This prevents it from folding when you click on the viewport and deselect the nodes." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:57 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:55 msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:614 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 msgid "image6" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:59 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:57 msgid "Set the animation duration to ``1.2`` seconds in the top-right of the dock." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:61 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:59 msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:615 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 msgid "image7" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:63 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:61 msgid "You should see the gray ribbon widen a bit. It shows you the start and end of your animation and the vertical blue line is your time cursor." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:66 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:64 msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 msgid "image8" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:68 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:66 msgid "You can click and drag the slider in the bottom-right to zoom in and out of the timeline." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:71 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:69 msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 msgid "image9" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:74 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:72 msgid "The float animation" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:76 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:74 msgid "With the animation player node, you can animate most properties on as many nodes as you need. Notice the key icon next to properties in the *Inspector*. You can click any of them to create a keyframe, a time and value pair for the corresponding property. The keyframe gets inserted where your time cursor is in the timeline." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:82 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:80 msgid "Let's insert our first keys. Here, we will animate both the position and the rotation of the ``Character`` node." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:85 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:83 msgid "Select the ``Character`` and in the *Inspector* expand the *Transform* section. Click the key icon next to *Position*, and *Rotation*." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:87 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:85 msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 msgid "image10" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:91 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:89 msgid "For this tutorial, just create RESET Track(s) which is the default choice" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:93 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:91 msgid "Two tracks appear in the editor with a diamond icon representing each keyframe." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:95 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:93 msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 msgid "image11" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:97 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:95 msgid "You can click and drag on the diamonds to move them in time. Move the position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:100 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:98 msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 msgid "image12" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:102 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:100 msgid "Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray timeline." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:107 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:103 +msgid "|timeline_05_click|" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:641 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:641 +msgid "timeline_05_click" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:105 msgid "In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the *Rotation*' *X* axis to ``8``." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:109 -msgid "|image13|" -msgstr "" - -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 -msgid "image13" +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:108 +msgid "If you don't see the properties in the *Inspector* panel, first click on the ``Character`` node again in the *Scene* dock." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:111 +msgid "|image13|" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 +msgid "image13" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:113 msgid "Create a keyframe for both properties" msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:115 +msgid "|second_keys_both|" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:640 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:640 +msgid "second_keys_both" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:117 msgid "Now, move the position keyframe to ``0.7`` seconds by dragging it on the timeline." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:118 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:120 msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 msgid "image14" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:122 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:124 msgid "A lecture on the principles of animation is beyond the scope of this tutorial. Just note that you don't want to time and space everything evenly. Instead, animators play with timing and spacing, two core animation principles. You want to offset and contrast in your character's motion to make them feel alive." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:128 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:130 msgid "Move the time cursor to the end of the animation, at ``1.2`` seconds. Set the Y position to about ``0.35`` and the X rotation to ``-9`` degrees. Once again, create a key for both properties." msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:134 +msgid "|animation_final_keyframes|" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:639 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:639 +msgid "animation_final_keyframes" +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:136 msgid "You can preview the result by clicking the play button or pressing :kbd:`Shift + D`. Click the stop button or press :kbd:`S` to stop playback." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:137 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:139 msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:631 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:631 msgid "image15" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:139 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:141 msgid "You can see that the engine interpolates between your keyframes to produce a continuous animation. At the moment, though, the motion feels very robotic. This is because the default interpolation is linear, causing constant transitions, unlike how living things move in the real world." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:144 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:146 msgid "We can control the transition between keyframes using easing curves." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:146 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:148 msgid "Click and drag around the first two keys in the timeline to box select them." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:148 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:150 msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:632 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:632 msgid "image16" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:150 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:152 msgid "You can edit the properties of both keys simultaneously in the *Inspector*, where you can see an *Easing* property." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:153 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:155 msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:633 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:633 msgid "image17" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:155 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:157 msgid "Click and drag on the curve, pulling it towards the left. This will make it ease-out, that is to say, transition fast initially and slow down as the time cursor reaches the next keyframe." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:159 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:161 msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:634 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:634 msgid "image18" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:161 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:163 msgid "Play the animation again to see the difference. The first half should already feel a bit bouncier." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:164 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:166 msgid "Apply an ease-out to the second keyframe in the rotation track." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:166 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:168 msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:635 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:635 msgid "image19" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:168 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:170 msgid "Do the opposite for the second position keyframe, dragging it to the right." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:170 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:172 msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:636 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:636 msgid "image20" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:172 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:174 msgid "Your animation should look something like this." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:174 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:176 msgid "|image21|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:637 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:637 msgid "image21" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:178 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:180 msgid "Animations update the properties of the animated nodes every frame, overriding initial values. If we directly animated the *Player* node, it would prevent us from moving it in code. This is where the *Pivot* node comes in handy: even though we animated the *Character*, we can still move and rotate the *Pivot* and layer changes on top of the animation in a script." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:185 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:187 msgid "If you play the game, the player's creature will now float!" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:187 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:189 msgid "If the creature is a little too close to the floor, you can move the ``Pivot`` up to offset it." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:191 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:193 msgid "Controlling the animation in code" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:193 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:195 msgid "We can use code to control the animation playback based on the player's input. Let's change the animation speed when the character is moving." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:196 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:198 msgid "Open the ``Player``'s script by clicking the script icon next to it." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:198 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:200 msgid "|image22|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:638 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:638 msgid "image22" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:200 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:202 msgid "In ``_physics_process()``, after the line where we check the ``direction`` vector, add the following code." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:230 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:232 msgid "This code makes it so when the player moves, we multiply the playback speed by ``4``. When they stop, we reset it to normal." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:233 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:235 msgid "We mentioned that the ``Pivot`` could layer transforms on top of the animation. We can make the character arc when jumping using the following line of code. Add it at the end of ``_physics_process()``." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:254 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:256 msgid "Animating the mobs" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:256 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:258 msgid "Here's another nice trick with animations in Godot: as long as you use a similar node structure, you can copy them to different scenes." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:259 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:261 msgid "For example, both the ``Mob`` and the ``Player`` scenes have a ``Pivot`` and a ``Character`` node, so we can reuse animations between them." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:262 -msgid "Open the *Player* scene, select the AnimationPlayer node and open the \"float\" animation. Next, click on **Animation > Copy**. Then open ``mob.tscn``, create an AnimationPlayer child node and select it. Click **Animation > Paste** and make sure that the button with an \"A+\" icon (Autoplay on Load) and the looping arrows (Animation looping) are also turned on in the animation editor in the bottom panel. That's it; all monsters will now play the float animation." +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:264 +msgid "Open the *Player* scene, select the AnimationPlayer node and then click on **Animation > Manage Animations...**. Click the *Copy animation to clipboard* button (two small squares) alongside the *float* animation. Click OK to close the window." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:269 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:268 +msgid "Then open ``mob.tscn``, create an :ref:`AnimationPlayer ` child node and select it. Click **Animation > Manage Animations**, then **Add Library**. You should see the message \"Global library will be created.\" Leave the text field blank and click OK. Click the *Paste* icon (clipboard) and it should appear in the window. Click OK to close the window." +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:274 +msgid "Next, make sure that the autoplay button (|Autoplay|) and the looping arrows (Animation looping) are also turned on in the animation editor in the bottom panel. That's it; all monsters will now play the float animation." +msgstr "" + +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:278 msgid "We can change the playback speed based on the creature's ``random_speed``. Open the *Mob*'s script and at the end of the ``initialize()`` function, add the following line." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:288 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:296 msgid "And with that, you finished coding your first complete 3D game." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:290 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:298 msgid "**Congratulations**!" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:292 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:300 msgid "In the next part, we'll quickly recap what you learned and give you some links to keep learning more. But for now, here are the complete ``Player.gd`` and ``Mob.gd`` so you can check your code against them." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:296 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:304 msgid "Here's the *Player* script." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:509 +#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:517 msgid "And the *Mob*'s script." msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/going_further.pot b/sphinx/templates/getting_started/first_3d_game/going_further.pot index 1f7f834574..2bc55ddc3b 100644 --- a/sphinx/templates/getting_started/first_3d_game/going_further.pot +++ b/sphinx/templates/getting_started/first_3d_game/going_further.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,59 +16,59 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/first_3d_game/going_further.rst:6 +#: ../../docs/getting_started/first_3d_game/going_further.rst:4 msgid "Going further" msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:8 +#: ../../docs/getting_started/first_3d_game/going_further.rst:6 msgid "You can pat yourself on the back for having completed your first 3D game with Godot." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:11 +#: ../../docs/getting_started/first_3d_game/going_further.rst:9 msgid "In this series, we went over a wide range of techniques and editor features. Hopefully, you've witnessed how intuitive Godot's scene system can be and learned a few tricks you can apply in your projects." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:15 +#: ../../docs/getting_started/first_3d_game/going_further.rst:13 msgid "But we just scratched the surface: Godot has a lot more in store for you to save time creating games. And you can learn all that by browsing the documentation." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:18 +#: ../../docs/getting_started/first_3d_game/going_further.rst:16 msgid "Where should you begin? Below, you'll find a few pages to start exploring and build upon what you've learned so far." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:21 -msgid "But before that, here's a link to download a completed version of the project: ``_." +#: ../../docs/getting_started/first_3d_game/going_further.rst:19 +msgid "But before that, here's a link to download a completed version of the project: ``_." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:25 +#: ../../docs/getting_started/first_3d_game/going_further.rst:23 msgid "Exploring the manual" msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:27 +#: ../../docs/getting_started/first_3d_game/going_further.rst:25 msgid "The manual is your ally whenever you have a doubt or you're curious about a feature. It does not contain tutorials about specific game genres or mechanics. Instead, it explains how Godot works in general. In it, you will find information about 2D, 3D, physics, rendering and performance, and much more." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:32 +#: ../../docs/getting_started/first_3d_game/going_further.rst:30 msgid "Here are the sections we recommend you to explore next:" msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:34 +#: ../../docs/getting_started/first_3d_game/going_further.rst:32 msgid "Read the :ref:`Scripting section ` to learn essential programming features you'll use in every project." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:36 +#: ../../docs/getting_started/first_3d_game/going_further.rst:34 msgid "The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:38 +#: ../../docs/getting_started/first_3d_game/going_further.rst:36 msgid ":ref:`Inputs ` is another important one for any game project." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:40 +#: ../../docs/getting_started/first_3d_game/going_further.rst:38 msgid "You can start with these or, if you prefer, look at the sidebar menu on the left and pick your options." msgstr "" -#: ../../docs/getting_started/first_3d_game/going_further.rst:43 +#: ../../docs/getting_started/first_3d_game/going_further.rst:41 msgid "We hope you enjoyed this tutorial series, and we're looking forward to seeing what you achieve using Godot." msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/index.pot b/sphinx/templates/getting_started/first_3d_game/index.pot index abaf6befb6..d1d8f59f5a 100644 --- a/sphinx/templates/getting_started/first_3d_game/index.pot +++ b/sphinx/templates/getting_started/first_3d_game/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -28,6 +28,7 @@ msgstr "" msgid "|image0|" msgstr "" +#: ../../docs/getting_started/first_3d_game/index.rst:72 #: ../../docs/getting_started/first_3d_game/index.rst:72 msgid "image0" msgstr "" diff --git a/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot b/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot index 593d65a4a9..1c134ceb82 100644 --- a/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot +++ b/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:10 -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:43 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:51 msgid "First look at Godot's editor" msgstr "" @@ -38,130 +38,138 @@ msgid "When you launch Godot, the first window you see is the Project Manager. I msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:27 -msgid "At the top of the window, there is another tab named \"Asset Library Projects\". You can search for demo projects in the open source asset library, which includes many projects developed by the community." +msgid "At the top of the window, there is another tab named \"Asset Library Projects\". The first time you go to this tab you'll see a \"Go Online\" button. For privacy reasons the Godot project manager does not access the internet by default. To change this click the \"Go Online button\", if you want to change your network mode back to \"offline\" you can do so from the project manager settings." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:31 -msgid "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:33 +msgid "Once your network mode is set to \"online\" you can search for demo projects in the open source asset library, which includes many projects developed by the community." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:36 -msgid "You can also change the editor's language using the drop-down menu to the right of the engine's version in the window's top-right corner. By default, it is in English (EN)." +msgid "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:41 +msgid "You can also change the editor's language by going into the settings menu." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:45 +msgid "From here use the language drop down menu to select your language. By default, it is in English (EN)." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:53 msgid "When you open a new or an existing project, the editor's interface appears. Let's look at its main areas." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:50 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:58 msgid "By default, it features **menus**, **main screens**, and playtest buttons along the window's top edge." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:55 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:63 msgid "In the center is the **viewport** with its **toolbar** at the top, where you'll find tools to move, scale, or lock the scene's nodes." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:60 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:68 msgid "On either side of the viewport sit the **docks**. And at the bottom of the window lies the **bottom panel**." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:63 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:71 msgid "The toolbar changes based on the context and selected node. Here is the 2D toolbar." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:67 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:75 msgid "Below is the 3D one." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:71 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:79 msgid "Let's look at the docks. The **FileSystem** dock lists your project files, including scripts, images, audio samples, and more." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:76 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:84 msgid "The **Scene** dock lists the active scene's nodes." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:80 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:88 msgid "The **Inspector** allows you to edit the properties of a selected node." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:84 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:92 msgid "The **bottom panel**, situated below the viewport, is the host for the debug console, the animation editor, the audio mixer, and more. They can take precious space, that's why they're folded by default." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:90 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:98 msgid "When you click on one, it expands vertically. Below, you can see the animation editor opened." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:95 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:103 msgid "The four main screens" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:97 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:105 msgid "There are four main screen buttons centered at the top of the editor: 2D, 3D, Script, and AssetLib." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:100 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:108 msgid "You'll use the **2D screen** for all types of games. In addition to 2D games, the 2D screen is where you'll build your interfaces." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:105 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:113 msgid "In the **3D screen**, you can work with meshes, lights, and design levels for 3D games." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:110 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:118 msgid "Notice the perspective button under the toolbar. Clicking on it opens a list of options related to the 3D view." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:115 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:123 msgid "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main screen**." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:118 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:126 msgid "The **Script screen** is a complete code editor with a debugger, rich auto-completion, and built-in code reference." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:123 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:131 msgid "Finally, the **AssetLib** is a library of free and open source add-ons, scripts, and assets to use in your projects." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:128 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:136 msgid "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:132 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:140 msgid "Integrated class reference" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:134 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:142 msgid "Godot comes with a built-in class reference." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:136 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:144 msgid "You can search for information about a class, method, property, constant, or signal by any one of the following methods:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:139 -msgid "Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS, or :kbd:`fn + F1` for laptops with a :kbd:`fn` key) anywhere in the editor." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:140 -msgid "Clicking the \"Search Help\" button in the top-right of the Script main screen." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:141 -msgid "Clicking on the Help menu and Search Help." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:142 -msgid "Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, or built-in variable in the script editor." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:147 +msgid "Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`fn + F1` for laptops with a :kbd:`fn` key) anywhere in the editor." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:148 +msgid "Clicking the \"Search Help\" button in the top-right of the Script main screen." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:149 +msgid "Clicking on the Help menu and Search Help." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:150 +msgid "Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, or built-in variable in the script editor." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:156 msgid "When you do any of these, a window pops up. Type to search for any item. You can also use it to browse available objects and methods." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:153 +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:161 msgid "Double-click on an item to open the corresponding page in the script main screen." msgstr "" diff --git a/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot b/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot index 0d6e910563..25ffde8091 100644 --- a/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -64,6 +64,7 @@ msgstr "" msgid "|image0|" msgstr "" +#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 msgid "image0" msgstr "" @@ -80,6 +81,7 @@ msgstr "" msgid "|image1|" msgstr "" +#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:177 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:177 msgid "image1" msgstr "" @@ -100,6 +102,7 @@ msgstr "" msgid "|image2|" msgstr "" +#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 msgid "image2" msgstr "" @@ -128,6 +131,7 @@ msgstr "" msgid "|image4|" msgstr "" +#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:179 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:179 msgid "image4" msgstr "" @@ -165,7 +169,7 @@ msgid "**Godot is made by its community, for the community, and for all game cre msgstr "" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:134 -msgid "That said, although a handful of core developers work on it full-time, the project has over 600 contributors at the time of writing. Benevolent programmers work on features they may need themselves, so you'll see improvements in all corners of the engine at the same time in every major release." +msgid "That said, although a handful of core developers work on it full-time, the project has thousands of contributors at the time of writing. Benevolent programmers work on features they may need themselves, so you'll see improvements in all corners of the engine at the same time in every major release." msgstr "" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:141 @@ -184,6 +188,7 @@ msgstr "" msgid "|image5|" msgstr "" +#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:180 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:180 msgid "image5" msgstr "" diff --git a/sphinx/templates/getting_started/introduction/index.pot b/sphinx/templates/getting_started/introduction/index.pot index 0382893f12..7fe56c657f 100644 --- a/sphinx/templates/getting_started/introduction/index.pot +++ b/sphinx/templates/getting_started/introduction/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,15 +16,15 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/introduction/index.rst:8 +#: ../../docs/getting_started/introduction/index.rst:10 msgid "Introduction" msgstr "" -#: ../../docs/getting_started/introduction/index.rst:10 +#: ../../docs/getting_started/introduction/index.rst:12 msgid "This series will introduce you to Godot and give you an overview of its features." msgstr "" -#: ../../docs/getting_started/introduction/index.rst:13 +#: ../../docs/getting_started/introduction/index.rst:15 msgid "In the following pages, you will get answers to questions such as \"Is Godot for me?\" or \"What can I do with Godot?\". We will then introduce the engine's most essential concepts, run you through the editor's interface, and give you tips to make the most of your time learning it." msgstr "" diff --git a/sphinx/templates/getting_started/introduction/introduction_to_godot.pot b/sphinx/templates/getting_started/introduction/introduction_to_godot.pot index c9e628fc9b..e85b14f027 100644 --- a/sphinx/templates/getting_started/introduction/introduction_to_godot.pot +++ b/sphinx/templates/getting_started/introduction/introduction_to_godot.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/introduction/key_concepts_overview.pot b/sphinx/templates/getting_started/introduction/key_concepts_overview.pot index 89acc26a72..c93f55b075 100644 --- a/sphinx/templates/getting_started/introduction/key_concepts_overview.pot +++ b/sphinx/templates/getting_started/introduction/key_concepts_overview.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot b/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot new file mode 100644 index 0000000000..1991712c12 --- /dev/null +++ b/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot @@ -0,0 +1,61 @@ +# 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 , 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 \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:4 +msgid "Learn to code with GDScript" +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:6 +msgid "In Godot, you can write code using the GDScript and C# programming languages." +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:8 +msgid "If you are new to programming, we recommend starting with GDScript because we designed it to be simpler than all-purpose languages like C#. It will be both faster and easier to learn." +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:12 +msgid "While GDScript is a language specific to Godot, the techniques you will learn with it will apply to other programming languages." +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:15 +msgid "Note that it is completely normal for a programmer to learn and use multiple languages. Programming languages have more similarities than differences, so once you know one, you can learn another much faster." +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:20 +msgid "Learn in your browser with the GDScript app" +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:22 +msgid "To learn GDScript, you can use the app Learn GDScript From Zero. It is a complete beginner course with interactive practices you can do right in your browser." +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:28 +msgid "Click here to access the app: `Learn GDScript From Zero app`_" +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:30 +msgid "This app is an open-source project. To report bugs or contribute, head to the app's source code repository: `GitHub repository`_." +msgstr "" + +#: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:33 +msgid "In the next part, you will get an overview of the engine's essential concepts." +msgstr "" + +#: ../../docs/:0 +msgid "Translation status" +msgstr "" diff --git a/sphinx/templates/getting_started/introduction/learning_new_features.pot b/sphinx/templates/getting_started/introduction/learning_new_features.pot index 72b1eede37..3edb065ebb 100644 --- a/sphinx/templates/getting_started/introduction/learning_new_features.pot +++ b/sphinx/templates/getting_started/introduction/learning_new_features.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgid "If the manual or class reference is missing or has insufficient informati msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:59 -msgid "You can Ctrl-click any underlined text like the name of a class, property, method, signal, or constant to jump to it." +msgid "You can Ctrl-click (Cmd-click on MacOS) any underlined text like the name of a class, property, method, signal, or constant to jump to it." msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:63 diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index acb5616aa4..62fb766b49 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 46cc1ddb0d..a735264b07 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot b/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot index adbd45bf83..e3b7a22e66 100644 --- a/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot +++ b/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -185,7 +185,7 @@ msgid "Setting the main scene" msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:165 -msgid "To run our test scene, we used the Play Scene button. Another button next to it allows you to set and run the project's main scene. You can press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." +msgid "To run our test scene, we used the Run Current Scene button. Another button next to it allows you to set and run the project's main scene. You can press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:171 diff --git a/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot b/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot index 79755016a7..99c770beaa 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -181,7 +181,7 @@ msgid "The line inside the function, ``rotation += angular_speed * delta``, incr msgstr "" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:248 -msgid "In the code editor, you can ctrl-click on any built-in property or function like ``position``, ``rotation``, or ``_process`` to open the corresponding documentation in a new tab." +msgid "In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in property or function like ``position``, ``rotation``, or ``_process`` to open the corresponding documentation in a new tab." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:252 diff --git a/sphinx/templates/getting_started/step_by_step/scripting_languages.pot b/sphinx/templates/getting_started/step_by_step/scripting_languages.pot index 26279f2b8c..6f70b3a646 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_languages.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_languages.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -144,39 +144,43 @@ msgstr "" msgid "Projects written in C# using Godot 4 currently cannot be exported to the web platform. To use C# on that platform, consider Godot 3 instead. Android and iOS platform support is available as of Godot 4.2, but is experimental and :ref:`some limitations apply `." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:137 -msgid "C++ via GDExtension" +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:136 +msgid "To learn more about C#, head to the :ref:`C# basics ` page." msgstr "" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:139 +msgid "C++ via GDExtension" +msgstr "" + +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:141 msgid "GDExtension allows you to write game code in C++ without needing to recompile Godot." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:144 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:146 msgid "You can use any version of the language or mix compiler brands and versions for the generated shared libraries, thanks to our use of an internal C API Bridge." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:147 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:149 msgid "GDExtension is the best choice for performance. You don't need to use it throughout an entire game, as you can write other parts in GDScript or C#." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:150 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:152 msgid "When working with GDExtension, the available types, functions, and properties closely resemble Godot's actual C++ API." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:154 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:156 msgid "Summary" msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:156 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:158 msgid "Scripts are files containing code that you attach to a node to extend its functionality." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:159 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:161 msgid "Godot supports four official scripting languages, offering you flexibility between performance and ease of use." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_languages.rst:162 +#: ../../docs/getting_started/step_by_step/scripting_languages.rst:164 msgid "You can mix languages, for instance, to implement demanding algorithms with C or C++ and write most of the game logic with GDScript or C#." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot b/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot index 3979e21e98..fd32177cf2 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -69,58 +69,66 @@ msgid "Finally, we use the ``direction`` as a multiplier when we update the node msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:82 +msgid "Comment out the lines ``var velocity = Vector2.UP.rotated(rotation) * speed`` and ``position += velocity * delta`` like this:" +msgstr "" + +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:98 +msgid "This will ignore the code that moved the icon's position in a circle without user input from the previous exercise." +msgstr "" + +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:100 msgid "If you run the scene with this code, the icon should rotate when you press :kbd:`Left` and :kbd:`Right`." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:86 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:104 msgid "Moving when pressing \"up\"" msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:88 -msgid "To only move when pressing a key, we need to modify the code that calculates the velocity. Replace the line starting with ``var velocity`` with the code below." +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:106 +msgid "To only move when pressing a key, we need to modify the code that calculates the velocity. Uncomment the code and replace the line starting with ``var velocity`` with the code below." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:106 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:124 msgid "We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another constant of the built-in ``Vector`` type representing a 2D vector of length 0." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:109 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:127 msgid "If the player presses the \"ui_up\" action, we then update the velocity's value, causing the sprite to move forward." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:113 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:131 msgid "Complete script" msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:115 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:133 msgid "Here is the complete ``sprite_2d.gd`` file for reference." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:174 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:192 msgid "If you run the scene, you should now be able to rotate with the left and right arrow keys and move forward by pressing :kbd:`Up`." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:180 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:198 msgid "Summary" msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:182 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:200 msgid "In summary, every script in Godot represents a class and extends one of the engine's built-in classes. The node types your classes inherit from give you access to properties, such as ``rotation`` and ``position`` in our sprite's case. You also inherit many functions, which we didn't get to use in this example." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:187 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:205 msgid "In GDScript, the variables you put at the top of the file are your class's properties, also called member variables. Besides variables, you can define functions, which, for the most part, will be your classes' methods." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:191 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:209 msgid "Godot provides several virtual functions you can define to connect your class with the engine. These include ``_process()``, to apply changes to the node every frame, and ``_unhandled_input()``, to receive input events like key and button presses from the users. There are quite a few more." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:196 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:214 msgid "The ``Input`` singleton allows you to react to the players' input anywhere in your code. In particular, you'll get to use it in the ``_process()`` loop." msgstr "" -#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:199 +#: ../../docs/getting_started/step_by_step/scripting_player_input.rst:217 msgid "In the next lesson, :ref:`doc_signals`, we'll build upon the relationship between scripts and nodes by having our nodes trigger code in scripts." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 364706750d..2f7a47f8f6 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/step_by_step/signals.rst:-1 +#: ../../docs/getting_started/step_by_step/signals.rst:6 msgid "Signal" msgstr "" @@ -44,259 +44,275 @@ msgstr "" msgid "We will now use a signal to make our Godot icon from the previous lesson (:ref:`doc_scripting_player_input`) move and stop by pressing a button." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:38 +#: ../../docs/getting_started/step_by_step/signals.rst:35 +msgid "For this project, we will be following the Godot naming conventions." +msgstr "" + +#: ../../docs/getting_started/step_by_step/signals.rst:37 +msgid "**GDScript**: Classes (nodes) use PascalCase, variables and functions use snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." +msgstr "" + +#: ../../docs/getting_started/step_by_step/signals.rst:41 +msgid "**C#**: Classes, export variables and methods use PascalCase, private fields use _camelCase, local variables and parameters use camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type the method names precisely when connecting signals." +msgstr "" + +#: ../../docs/getting_started/step_by_step/signals.rst:49 msgid "Scene setup" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:40 +#: ../../docs/getting_started/step_by_step/signals.rst:51 msgid "To add a button to our game, we will create a new scene which will include both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we created in the :ref:`doc_scripting_first_script` lesson." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:44 +#: ../../docs/getting_started/step_by_step/signals.rst:55 msgid "Create a new scene by going to the menu Scene -> New Scene." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:48 +#: ../../docs/getting_started/step_by_step/signals.rst:59 msgid "In the Scene dock, click the 2D Scene button. This will add a :ref:`Node2D ` as our root." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:53 +#: ../../docs/getting_started/step_by_step/signals.rst:64 msgid "In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved previously onto the Node2D to instantiate it." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:58 +#: ../../docs/getting_started/step_by_step/signals.rst:69 msgid "We want to add another node as a sibling of the Sprite2D. To do so, right-click on Node2D and select Add Child Node." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:63 +#: ../../docs/getting_started/step_by_step/signals.rst:74 msgid "Search for the :ref:`Button ` node and add it." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:67 +#: ../../docs/getting_started/step_by_step/signals.rst:78 msgid "The node is small by default. Click and drag on the bottom-right handle of the Button in the viewport to resize it." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:72 +#: ../../docs/getting_started/step_by_step/signals.rst:83 msgid "If you don't see the handles, ensure the select tool is active in the toolbar." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:76 +#: ../../docs/getting_started/step_by_step/signals.rst:87 msgid "Click and drag on the button itself to move it closer to the sprite." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:78 +#: ../../docs/getting_started/step_by_step/signals.rst:89 msgid "You can also write a label on the Button by editing its Text property in the Inspector. Enter ``Toggle motion``." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:83 +#: ../../docs/getting_started/step_by_step/signals.rst:94 msgid "Your scene tree and viewport should look like this." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:87 +#: ../../docs/getting_started/step_by_step/signals.rst:98 msgid "Save your newly created scene as ``node_2d.tscn``, if you haven't already. You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, the button will be visible, but nothing will happen if you press it." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:93 +#: ../../docs/getting_started/step_by_step/signals.rst:104 msgid "Connecting a signal in the editor" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:95 +#: ../../docs/getting_started/step_by_step/signals.rst:106 msgid "Here, we want to connect the Button's \"pressed\" signal to our Sprite2D, and we want to call a new function that will toggle its motion on and off. We need to have a script attached to the Sprite2D node, which we do from the previous lesson." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:100 +#: ../../docs/getting_started/step_by_step/signals.rst:111 msgid "You can connect signals in the Node dock. Select the Button node and, on the right side of the editor, click on the tab named \"Node\" next to the Inspector." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:105 +#: ../../docs/getting_started/step_by_step/signals.rst:116 msgid "The dock displays a list of signals available on the selected node." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:109 +#: ../../docs/getting_started/step_by_step/signals.rst:120 msgid "Double-click the \"pressed\" signal to open the node connection window." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:113 +#: ../../docs/getting_started/step_by_step/signals.rst:124 msgid "There, you can connect the signal to the Sprite2D node. The node needs a receiver method, a function that Godot will call when the Button emits the signal. The editor generates one for you. By convention, we name these callback methods \"_on_node_name_signal_name\". Here, it'll be \"_on_button_pressed\"." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:120 +#: ../../docs/getting_started/step_by_step/signals.rst:131 msgid "When connecting signals via the editor's Node dock, you can use two modes. The simple one only allows you to connect to nodes that have a script attached to them and creates a new callback function on them." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:126 +#: ../../docs/getting_started/step_by_step/signals.rst:137 msgid "The advanced view lets you connect to any node and any built-in function, add arguments to the callback, and set options. You can toggle the mode in the window's bottom-right by clicking the Advanced button." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:131 +#: ../../docs/getting_started/step_by_step/signals.rst:144 +msgid "If you are using an external editor (such as VS Code) this automatic code generation might not work. In this case you need to to connect the signal via code as explained in the next section." +msgstr "" + +#: ../../docs/getting_started/step_by_step/signals.rst:148 msgid "Click the Connect button to complete the signal connection and jump to the Script workspace. You should see the new method with a connection icon in the left margin." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:137 +#: ../../docs/getting_started/step_by_step/signals.rst:154 msgid "If you click the icon, a window pops up and displays information about the connection. This feature is only available when connecting nodes in the editor." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:142 +#: ../../docs/getting_started/step_by_step/signals.rst:159 msgid "Let's replace the line with the ``pass`` keyword with code that'll toggle the node's motion." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:145 +#: ../../docs/getting_started/step_by_step/signals.rst:162 msgid "Our Sprite2D moves thanks to code in the ``_process()`` function. Godot provides a method to toggle processing on and off: :ref:`Node.set_process() `. Another method of the Node class, ``is_processing()``, returns ``true`` if idle processing is active. We can use the ``not`` keyword to invert the value." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:164 +#: ../../docs/getting_started/step_by_step/signals.rst:182 msgid "This function will toggle processing and, in turn, the icon's motion on and off upon pressing the button." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:167 +#: ../../docs/getting_started/step_by_step/signals.rst:185 msgid "Before trying the game, we need to simplify our ``_process()`` function to move the node automatically and not wait for user input. Replace it with the following code, which we saw two lessons ago:" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:188 +#: ../../docs/getting_started/step_by_step/signals.rst:206 msgid "Your complete ``sprite_2d.gd`` code should look like the following." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:230 +#: ../../docs/getting_started/step_by_step/signals.rst:249 msgid "Run the scene now and click the button to see the sprite start and stop." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:233 +#: ../../docs/getting_started/step_by_step/signals.rst:252 msgid "Connecting a signal via code" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:235 +#: ../../docs/getting_started/step_by_step/signals.rst:254 msgid "You can connect signals via code instead of using the editor. This is necessary when you create nodes or instantiate scenes inside of a script." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:238 +#: ../../docs/getting_started/step_by_step/signals.rst:257 msgid "Let's use a different node here. Godot has a :ref:`Timer ` node that's useful to implement skill cooldown times, weapon reloading, and more." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:241 +#: ../../docs/getting_started/step_by_step/signals.rst:260 msgid "Head back to the 2D workspace. You can either click the \"2D\" text at the top of the window or press :kbd:`Ctrl + F1` (:kbd:`Ctrl + Cmd + 1` on macOS)." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:244 +#: ../../docs/getting_started/step_by_step/signals.rst:263 msgid "In the Scene dock, right-click on the Sprite2D node and add a new child node. Search for Timer and add the corresponding node. Your scene should now look like this." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:250 +#: ../../docs/getting_started/step_by_step/signals.rst:269 msgid "With the Timer node selected, go to the Inspector and enable the **Autostart** property." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:255 +#: ../../docs/getting_started/step_by_step/signals.rst:274 msgid "Click the script icon next to Sprite2D to jump back to the scripting workspace." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:259 +#: ../../docs/getting_started/step_by_step/signals.rst:278 msgid "We need to do two operations to connect the nodes via code:" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:261 +#: ../../docs/getting_started/step_by_step/signals.rst:280 msgid "Get a reference to the Timer from the Sprite2D." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:262 +#: ../../docs/getting_started/step_by_step/signals.rst:281 msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:264 +#: ../../docs/getting_started/step_by_step/signals.rst:283 msgid "To connect to a signal via code, you need to call the ``connect()`` method of the signal you want to listen to. In this case, we want to listen to the Timer's \"timeout\" signal." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:268 +#: ../../docs/getting_started/step_by_step/signals.rst:287 msgid "We want to connect the signal when the scene is instantiated, and we can do that using the :ref:`Node._ready() ` built-in function, which is called automatically by the engine when a node is fully instantiated." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:272 +#: ../../docs/getting_started/step_by_step/signals.rst:291 msgid "To get a reference to a node relative to the current one, we use the method :ref:`Node.get_node() `. We can store the reference in a variable." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:289 +#: ../../docs/getting_started/step_by_step/signals.rst:308 msgid "The function ``get_node()`` looks at the Sprite2D's children and gets nodes by their name. For example, if you renamed the Timer node to \"BlinkingTimer\" in the editor, you would have to change the call to ``get_node(\"BlinkingTimer\")``." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:295 +#: ../../docs/getting_started/step_by_step/signals.rst:314 msgid "We can now connect the Timer to the Sprite2D in the ``_ready()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:312 +#: ../../docs/getting_started/step_by_step/signals.rst:331 msgid "The line reads like so: we connect the Timer's \"timeout\" signal to the node to which the script is attached. When the Timer emits ``timeout``, we want to call the function ``_on_timer_timeout()``, that we need to define. Let's add it at the bottom of our script and use it to toggle our sprite's visibility." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:317 +#: ../../docs/getting_started/step_by_step/signals.rst:336 msgid "By convention, we name these callback methods in GDScript as \"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:334 +#: ../../docs/getting_started/step_by_step/signals.rst:353 msgid "The ``visible`` property is a boolean that controls the visibility of our node. The line ``visible = not visible`` toggles the value. If ``visible`` is ``true``, it becomes ``false``, and vice-versa." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:338 -msgid "If you run the scene now, you will see that the sprite blinks on and off, at one second intervals." +#: ../../docs/getting_started/step_by_step/signals.rst:357 +msgid "If you run the Node2D scene now, you will see that the sprite blinks on and off, at one second intervals." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:342 +#: ../../docs/getting_started/step_by_step/signals.rst:361 msgid "Complete script" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:344 +#: ../../docs/getting_started/step_by_step/signals.rst:363 msgid "That's it for our little moving and blinking Godot icon demo! Here is the complete ``sprite_2d.gd`` file for reference." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:408 +#: ../../docs/getting_started/step_by_step/signals.rst:428 msgid "Custom signals" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:410 +#: ../../docs/getting_started/step_by_step/signals.rst:430 msgid "This section is a reference on how to define and use your own signals, and does not build upon the project created in previous lessons." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:413 +#: ../../docs/getting_started/step_by_step/signals.rst:433 msgid "You can define custom signals in a script. Say, for example, that you want to show a game over screen when the player's health reaches zero. To do so, you could define a signal named \"died\" or \"health_depleted\" when their health reaches 0." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:439 +#: ../../docs/getting_started/step_by_step/signals.rst:459 msgid "As signals represent events that just occurred, we generally use an action verb in the past tense in their names." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:442 +#: ../../docs/getting_started/step_by_step/signals.rst:462 msgid "Your signals work the same way as built-in ones: they appear in the Node tab and you can connect to them like any other." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:447 +#: ../../docs/getting_started/step_by_step/signals.rst:467 msgid "To emit a signal in your scripts, call ``emit()`` on the signal." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:469 +#: ../../docs/getting_started/step_by_step/signals.rst:489 msgid "A signal can optionally declare one or more arguments. Specify the argument names between parentheses:" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:495 +#: ../../docs/getting_started/step_by_step/signals.rst:515 msgid "The signal arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals. So it's up to you to emit the correct values." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:500 +#: ../../docs/getting_started/step_by_step/signals.rst:520 msgid "To emit values along with the signal, add them as extra arguments to the ``emit()`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:521 +#: ../../docs/getting_started/step_by_step/signals.rst:541 msgid "Summary" msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:523 +#: ../../docs/getting_started/step_by_step/signals.rst:543 msgid "Any node in Godot emits signals when something specific happens to them, like a button being pressed. Other nodes can connect to individual signals and react to selected events." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:527 +#: ../../docs/getting_started/step_by_step/signals.rst:547 msgid "Signals have many uses. With them, you can react to a node entering or exiting the game world, to a collision, to a character entering or leaving an area, to an element of the interface changing size, and much more." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:531 +#: ../../docs/getting_started/step_by_step/signals.rst:551 msgid "For example, an :ref:`Area2D ` representing a coin emits a ``body_entered`` signal whenever the player's physics body enters its collision shape, allowing you to know when the player collected it." msgstr "" -#: ../../docs/getting_started/step_by_step/signals.rst:535 +#: ../../docs/getting_started/step_by_step/signals.rst:555 msgid "In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete 2D game and put everything you learned so far into practice." msgstr "" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index d7fba908c9..685e0b1421 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,86 +16,87 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/index.rst:63 +#: ../../docs/index.rst:65 msgid "About" msgstr "" -#: ../../docs/index.rst:77 +#: ../../docs/index.rst:79 msgid "Getting started" msgstr "" -#: ../../docs/index.rst:92 +#: ../../docs/index.rst:94 msgid "Manual" msgstr "" -#: ../../docs/index.rst:126 +#: ../../docs/index.rst:128 msgid "Contributing" msgstr "" -#: ../../docs/index.rst:138 +#: ../../docs/index.rst:140 msgid "Community" msgstr "" -#: ../../docs/index.rst:149 +#: ../../docs/index.rst:151 msgid "Class reference" msgstr "" -#: ../../docs/index.rst:2 -msgid "Godot Docs – *4.2* branch" +#: ../../docs/index.rst:4 +msgid "Godot Docs – *master* branch" msgstr "" -#: ../../docs/index.rst:6 +#: ../../docs/index.rst:8 msgid "Godot's documentation is available in various languages and versions. Expand the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" -#: ../../docs/index.rst:12 +#: ../../docs/index.rst:14 msgid "This documentation is translated from the `original English one `_ by community members on `Weblate `_." msgstr "" -#: ../../docs/index.rst:16 +#: ../../docs/index.rst:18 msgid "Depending on the translation effort's completion level, you may find paragraphs or whole pages which are still in English. You can help the community by providing new translations or reviewing existing ones on Weblate." msgstr "" -#: ../../docs/index.rst:21 +#: ../../docs/index.rst:23 msgid "For the time being, localized translations are only available for the \"stable\" branch. You can still view the English documentation for other engine versions using the \"Read the Docs\" panel at the bottom of the sidebar." msgstr "" -#: ../../docs/index.rst:26 +#: ../../docs/index.rst:28 msgid "Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If you are new to this documentation, we recommend that you read the :ref:`introduction page ` to get an overview of what this documentation has to offer." msgstr "" -#: ../../docs/index.rst:32 +#: ../../docs/index.rst:34 msgid "The table of contents in the sidebar should let you easily access the documentation for your topic of interest. You can also use the search function in the top-left corner." msgstr "" -#: ../../docs/index.rst:36 +#: ../../docs/index.rst:38 msgid "Get involved" msgstr "" -#: ../../docs/index.rst:38 +#: ../../docs/index.rst:40 msgid "Godot Engine is an open source project developed by a community of volunteers. The documentation team can always use your feedback and help to improve the tutorials and class reference. If you don't understand something, or cannot find what you are looking for in the docs, help us make the documentation better by letting us know!" msgstr "" -#: ../../docs/index.rst:44 +#: ../../docs/index.rst:46 msgid "Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation `_ into your language, or talk to us on the ``#documentation`` channel on the `Godot Contributors Chat `_!" msgstr "" -#: ../../docs/index.rst:50 +#: ../../docs/index.rst:52 msgid "weblate_widget" msgstr "" +#: ../../docs/:0 #: ../../docs/:0 msgid "Translation status" msgstr "" -#: ../../docs/index.rst:52 +#: ../../docs/index.rst:54 msgid "Offline documentation" msgstr "" -#: ../../docs/index.rst:54 +#: ../../docs/index.rst:56 msgid "To browse the documentation offline, you can download an HTML copy (updated every Monday): `stable `__, `latest `__, `3.6 `__. Extract the ZIP archive then open the top-level ``index.html`` in a web browser." msgstr "" -#: ../../docs/index.rst:57 +#: ../../docs/index.rst:59 msgid "For mobile devices or e-readers, you can also download an ePub copy (updated every Monday): `stable `__, `latest `__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` file in an e-book reader application." msgstr "" diff --git a/sphinx/templates/sphinx.pot b/sphinx/templates/sphinx.pot index 740a336485..3b84a7b6b0 100644 --- a/sphinx/templates/sphinx.pot +++ b/sphinx/templates/sphinx.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_antialiasing.pot b/sphinx/templates/tutorials/2d/2d_antialiasing.pot index f07b82f9a3..efc5a696c0 100644 --- a/sphinx/templates/tutorials/2d/2d_antialiasing.pot +++ b/sphinx/templates/tutorials/2d/2d_antialiasing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -36,6 +36,7 @@ msgstr "" msgid "In the example below, you can notice how edges have a blocky appearance:" msgstr "" +#: ../../docs/tutorials/2d/2d_antialiasing.rst:31 #: ../../docs/tutorials/2d/2d_antialiasing.rst:31 msgid "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable." msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index d473895464..152e641895 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -28,14 +28,17 @@ msgstr "" msgid "By default, 2D scenes in Godot are unshaded, with no lights and shadows visible. While this is fast to render, unshaded scenes can look bland. Godot provides the ability to use real-time 2D lighting and shadows, which can greatly enhance the sense of depth in your project." msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:18 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:18 msgid "No 2D lights or shadows, scene is unshaded" msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 msgid "2D lights enabled (without shadows)" msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:30 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:30 msgid "2D lights and shadows enabled" msgstr "" @@ -128,6 +131,7 @@ msgstr "" msgid "If you don't have a pre-made texture to use in a light, you can use this \"neutral\" point light texture (right-click > **Save Image As…**):" msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:106 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:106 msgid "Neutral point light texture" msgstr "" @@ -280,14 +284,17 @@ msgstr "" msgid "**Item Cull Mask:** Controls which LightOccluder2D nodes cast shadows, depending on their respective **Occluder Light Mask** properties." msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:244 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:244 msgid "Hard shadows" msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:250 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:250 msgid "Soft shadows (PCF13, Filter Smooth 1.5)" msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:256 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:256 msgid "Soft shadows with streaking artifacts due to Filter Smooth being too high (PCF5, Filter Smooth 4)" msgstr "" @@ -336,6 +343,7 @@ msgstr "" msgid "To set up normal maps and/or specular maps on a 2D node, create a new CanvasTexture resource for the property that draws the node's texture. For example, on a Sprite2D:" msgstr "" +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:310 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:310 msgid "Creating a CanvasTexture resource for a Sprite2D node" msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index a1b6e190fe..795d0522b8 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 9d98e39dd3..9c7ad1171b 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -108,27 +108,27 @@ msgstr "" msgid "This last example uses only the mouse to control the character. Clicking on the screen will cause the player to move to the target location." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:274 +#: ../../docs/tutorials/2d/2d_movement.rst:278 msgid "Note the ``distance_to()`` check we make prior to movement. Without this test, the body would \"jitter\" upon reaching the target position, as it moves slightly past the position and tries to move back, only to move too far and repeat." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:279 +#: ../../docs/tutorials/2d/2d_movement.rst:283 msgid "Uncommenting the ``look_at()`` line will also turn the body to point in its direction of motion if you prefer." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:282 +#: ../../docs/tutorials/2d/2d_movement.rst:286 msgid "This technique can also be used as the basis of a \"following\" character. The ``target`` position can be that of any object you want to move to." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:286 +#: ../../docs/tutorials/2d/2d_movement.rst:290 msgid "Summary" msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:288 +#: ../../docs/tutorials/2d/2d_movement.rst:292 msgid "You may find these code samples useful as starting points for your own projects. Feel free to use them and experiment with them to see what you can make." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:291 +#: ../../docs/tutorials/2d/2d_movement.rst:295 msgid "You can download this sample project here: `2d_movement_starter.zip `_" msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index 928863b8d7..849cc9a295 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index e8fcde7757..062034938d 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 720539ce65..84246ad0f2 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index 39547cf5b9..230a595cdb 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 2cde091b8b..8c88fe6e37 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,19 +16,19 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/2d/index.rst:2 +#: ../../docs/tutorials/2d/index.rst:4 msgid "2D" msgstr "" -#: ../../docs/tutorials/2d/index.rst:12 +#: ../../docs/tutorials/2d/index.rst:14 msgid "Rendering" msgstr "" -#: ../../docs/tutorials/2d/index.rst:26 +#: ../../docs/tutorials/2d/index.rst:28 msgid "Physics and movement" msgstr "" -#: ../../docs/tutorials/2d/index.rst:35 +#: ../../docs/tutorials/2d/index.rst:37 msgid "Tools" msgstr "" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 1900d2fbed..26bc0c83a5 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -84,6 +84,7 @@ msgstr "" msgid "Particle flipbooks are suited to reproduce complex effects such as smoke, fire, explosions. They can also be used to introduce random texture variation, by making every particle use a different texture. You can find existing particle flipbook images online, or pre-render them using external tools such as `Blender `__ or `EmberGen `__." msgstr "" +#: ../../docs/tutorials/2d/particle_systems_2d.rst:87 #: ../../docs/tutorials/2d/particle_systems_2d.rst:87 msgid "Example of a particle system that uses a flipbook texture" msgstr "" @@ -104,6 +105,7 @@ msgstr "" msgid "To use an animation flipbook, you must create a new CanvasItemMaterial in the Material section of the GPUParticles2D (or CPUParticles2D) node:" msgstr "" +#: ../../docs/tutorials/2d/particle_systems_2d.rst:108 #: ../../docs/tutorials/2d/particle_systems_2d.rst:108 msgid "Creating a CanvasItemMaterial at the bottom of the particles node inspector" msgstr "" @@ -112,6 +114,7 @@ msgstr "" msgid "In this CanvasItemMaterial, enable **Particle Animation** and set **H Frames** and **V Frames** to the number of columns and rows present in your flipbook texture:" msgstr "" +#: ../../docs/tutorials/2d/particle_systems_2d.rst:117 #: ../../docs/tutorials/2d/particle_systems_2d.rst:117 msgid "Configuring the CanvasItemMaterial for the example flipbook texture" msgstr "" @@ -404,6 +407,7 @@ msgstr "" msgid "To set up the particle flipbook for linear playback, set the **Speed Min** and **Speed Max** values to 1:" msgstr "" +#: ../../docs/tutorials/2d/particle_systems_2d.rst:388 #: ../../docs/tutorials/2d/particle_systems_2d.rst:388 msgid "Setting up particle animation for playback during the particle's lifetime" msgstr "" @@ -430,6 +434,7 @@ msgstr "" msgid "If you wish the particle flipbook to be used as a source of random particle textures for every particle, keep the speed values at 0 and set **Offset Max** to 1 instead:" msgstr "" +#: ../../docs/tutorials/2d/particle_systems_2d.rst:417 #: ../../docs/tutorials/2d/particle_systems_2d.rst:417 msgid "Setting up particle animation for random offset on emission" msgstr "" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 6f32c9307b..1d7eff51c0 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -44,6 +44,7 @@ msgstr "" msgid "The recommended way to reuse the same TileSet in several TileMap nodes is to save the TileSet to an external resource. To do so, click the dropdown next to the TileSet resource and choose **Save**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:40 #: ../../docs/tutorials/2d/using_tilemaps.rst:40 msgid "Saving the built-in TileSet resource to an external resource file" msgstr "" @@ -60,6 +61,7 @@ msgstr "" msgid "By default, a TileMap node automatically has one premade layer. You do not have to create additional layers if you only need a single layer, but if you wish to do so now, select the TileMap node and unfold the **Layers** section in the inspector:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:59 #: ../../docs/tutorials/2d/using_tilemaps.rst:59 msgid "Creating layers in a TileMap node (example with \"background\" and \"foreground\")" msgstr "" @@ -108,6 +110,7 @@ msgstr "" msgid "Select the TileMap node, then open the TileMap panel at the bottom of the editor:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:101 #: ../../docs/tutorials/2d/using_tilemaps.rst:101 msgid "Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first." msgstr "" @@ -120,6 +123,7 @@ msgstr "" msgid "First, if you've created additional layers above, make sure you've selected the layer you wish to paint on:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:113 #: ../../docs/tutorials/2d/using_tilemaps.rst:113 msgid "Selecting a layer to paint on in the TileMap editor" msgstr "" @@ -136,6 +140,7 @@ msgstr "" msgid "Before you can place tiles in the 2D editor, you must select one or more tiles in the TileMap panel located at the bottom of the editor. To do so, click a tile in the TileMap panel, or hold down the mouse button to select multiple tiles:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:133 #: ../../docs/tutorials/2d/using_tilemaps.rst:133 msgid "Selecting a tile in the TileMap editor by clicking it" msgstr "" @@ -152,6 +157,7 @@ msgstr "" msgid "The final selection does not have to be contiguous: if there is empty space between selected tiles, it will be left empty in the pattern that will be painted in the 2D editor." msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:154 #: ../../docs/tutorials/2d/using_tilemaps.rst:154 msgid "Selecting multiple tiles in the TileMap editor by holding down the left mouse button" msgstr "" @@ -160,6 +166,7 @@ msgstr "" msgid "If you've created alternative tiles in your TileSet, you can select them for painting on the right of the base tiles:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:163 #: ../../docs/tutorials/2d/using_tilemaps.rst:163 msgid "Selecting an alternative tile in the TileMap editor" msgstr "" @@ -168,6 +175,7 @@ msgstr "" msgid "Lastly, if you've created a *scenes collection* in the TileSet, you can place scene tiles in the TileMap:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:171 #: ../../docs/tutorials/2d/using_tilemaps.rst:171 msgid "Placing a scene tile containing particles using the TileMap editor" msgstr "" @@ -260,6 +268,7 @@ msgstr "" msgid "You can toggle this mode temporarily while in Paint or Eraser mode by holding :kbd:`Shift` then drawing." msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:255 #: ../../docs/tutorials/2d/using_tilemaps.rst:255 msgid "Using the line tool after selecting two tiles to draw platforms diagonally" msgstr "" @@ -308,6 +317,7 @@ msgstr "" msgid "If you have selected multiple tiles in the TileMap or using the Selection tool, you can place them in a repeating pattern within the filled area." msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:298 #: ../../docs/tutorials/2d/using_tilemaps.rst:298 msgid "Using the Bucket Fill tool" msgstr "" @@ -352,6 +362,7 @@ msgstr "" msgid "Example when using Paint mode:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:342 #: ../../docs/tutorials/2d/using_tilemaps.rst:342 msgid "Selecting from several times to randomly choose, then painting by holding down the left mouse button" msgstr "" @@ -360,6 +371,7 @@ msgstr "" msgid "Example when using Bucket Fill mode:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:350 #: ../../docs/tutorials/2d/using_tilemaps.rst:350 msgid "Using Bucket Fill tool with a single tile, but with randomization and scattering enabled" msgstr "" @@ -380,6 +392,7 @@ msgstr "" msgid "To create a new pattern, switch to Select mode, perform a selection and press :kbd:`Ctrl + C`. Click on empty space within the Patterns tab (a blue focus rectangle should appear around the empty space), then press :kbd:`Ctrl + V`:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:372 #: ../../docs/tutorials/2d/using_tilemaps.rst:372 msgid "Creating a new pattern from a selection in the TileMap editor" msgstr "" @@ -388,6 +401,7 @@ msgstr "" msgid "To use an existing pattern, click its image in the **Patterns** tab, switch to any painting mode, then left-click somewhere in the 2D editor:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:381 #: ../../docs/tutorials/2d/using_tilemaps.rst:381 msgid "Placing an existing pattern using the TileMap editor" msgstr "" @@ -428,10 +442,12 @@ msgstr "" msgid "The Connect mode is easier to use, but Path is more flexible as it allows for more artist control during painting. For instance, Path can allow roads to be directly adjacent to each other without being connected to each other, while Connect will force both roads to be connected." msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:418 #: ../../docs/tutorials/2d/using_tilemaps.rst:418 msgid "Selecting Connect mode in the TileMap editor's Terrains tab" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:424 #: ../../docs/tutorials/2d/using_tilemaps.rst:424 msgid "Selecting Path mode in the TileMap editor's Terrains tab" msgstr "" @@ -440,6 +456,7 @@ msgstr "" msgid "Lastly, you can select specific tiles from the terrain to resolve conflicts in certain situations:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:433 #: ../../docs/tutorials/2d/using_tilemaps.rst:433 msgid "Painting with specific tiles in the TileMap editor's Terrains tab" msgstr "" @@ -456,6 +473,7 @@ msgstr "" msgid "If you remove tiles in the TileSet that are referenced in a TileMap, the TileMap will display a placeholder to indicate that an invalid tile ID is placed:" msgstr "" +#: ../../docs/tutorials/2d/using_tilemaps.rst:448 #: ../../docs/tutorials/2d/using_tilemaps.rst:448 msgid "Missing tiles in the TileMap editor due to the TileSet reference being broken" msgstr "" diff --git a/sphinx/templates/tutorials/2d/using_tilesets.pot b/sphinx/templates/tutorials/2d/using_tilesets.pot index 1a0f11b591..f057ecd062 100644 --- a/sphinx/templates/tutorials/2d/using_tilesets.pot +++ b/sphinx/templates/tutorials/2d/using_tilesets.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -60,6 +60,7 @@ msgstr "" msgid "Create a new **TileMap** node, then select it and create a new TileSet resource in the inspector:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:52 #: ../../docs/tutorials/2d/using_tilesets.rst:52 msgid "Creating a new TileSet resource within the TileMap node" msgstr "" @@ -72,6 +73,7 @@ msgstr "" msgid "Set the tile size to 64×64 in the inspector to match the example tilesheet:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:69 #: ../../docs/tutorials/2d/using_tilesets.rst:69 msgid "Setting the tile size to 64×64 to match the example tilesheet" msgstr "" @@ -84,6 +86,7 @@ msgstr "" msgid "Open the **TileSet** panel at the bottom of the editor, then click the \"+\" icon in the bottom-left corner to add a new atlas:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:83 #: ../../docs/tutorials/2d/using_tilesets.rst:83 msgid "Creating a new atlas in a TileSet resource using the bottom panel" msgstr "" @@ -92,6 +95,7 @@ msgstr "" msgid "After creating an atlas, you must assign a tilesheet texture to it. This can be done by choosing it on the left column of the bottom panel, then clicking the value of the **Texture** property and choosing **Quick Load** (or **Load**). Specify the path to the image file using the file dialog that appears." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:94 #: ../../docs/tutorials/2d/using_tilesets.rst:94 msgid "Loading a tilesheet image in the newly created TileSet atlas" msgstr "" @@ -100,6 +104,7 @@ msgstr "" msgid "After specifying a valid image, you will be asked whether to create tiles automatically. Answer **Yes**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:103 #: ../../docs/tutorials/2d/using_tilesets.rst:103 msgid "Automatically creating tiles based on tilesheet image content" msgstr "" @@ -116,6 +121,7 @@ msgstr "" msgid "If there are tiles from the tilesheet you do not wish to be present in atlas, choose the Eraser tool at the top of the tileset preview, then click the tiles you wish to remove:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:121 #: ../../docs/tutorials/2d/using_tilesets.rst:121 msgid "Using the Eraser tool to remove unwanted tiles from the TileSet atlas" msgstr "" @@ -136,6 +142,7 @@ msgstr "" msgid "You can adjust properties for the atlas in the middle column:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:143 #: ../../docs/tutorials/2d/using_tilesets.rst:143 msgid "Adjusting TileSet atlas properties in the dedicated inspector (part of the TileSet panel)" msgstr "" @@ -172,6 +179,7 @@ msgstr "" msgid "Note that changing texture margin, separation and region size may cause tiles to be lost (as some of them would be located outside the atlas image's coordinates). To regenerate tiles automatically from the tilesheet, use the three vertical dots menu button at the top of the TileSet editor and choose **Create Tiles in Non-Transparent Texture Regions**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:174 #: ../../docs/tutorials/2d/using_tilesets.rst:174 msgid "Recreating tiles automatically after changing atlas properties" msgstr "" @@ -196,6 +204,7 @@ msgstr "" msgid "For this example, we'll create a scene containing a CPUParticles2D root node. Save this scene to a scene file (separate from the scene containing the TileMap), then switch to the scene containing the TileMap node. Open the TileSet editor, and create a new **Scenes Collection** in the left column:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:203 #: ../../docs/tutorials/2d/using_tilesets.rst:203 msgid "Creating a scenes collection in the TileSet editor" msgstr "" @@ -204,6 +213,7 @@ msgstr "" msgid "After creating a scenes collection, you can enter a descriptive name for the scenes collection in the middle column if you wish. Select this scenes collection then create a new scene slot:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:213 #: ../../docs/tutorials/2d/using_tilesets.rst:213 msgid "Creating a scene tile after selecting the scenes collection in the TileSet editor" msgstr "" @@ -212,6 +222,7 @@ msgstr "" msgid "Select this scene slot in the right column, then use **Quick Load** (or **Load**) to load the scene file containing the particles:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:222 #: ../../docs/tutorials/2d/using_tilesets.rst:222 msgid "Creating a scene slot, then loading a scene file into it in the TileSet editor" msgstr "" @@ -232,6 +243,7 @@ msgstr "" msgid "To do so, you must have more than one atlas created in the TileSet resource. Use the \"three vertical dots\" menu button located at the bottom of the list of atlases, then choose **Open Atlas Merging Tool**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:244 #: ../../docs/tutorials/2d/using_tilesets.rst:244 msgid "Opening the atlas merging tool after creating multiple atlases" msgstr "" @@ -240,6 +252,7 @@ msgstr "" msgid "This will open a dialog, in which you can select several atlases by holding :kbd:`Shift` or :kbd:`Ctrl` then clicking on multiple elements:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:253 #: ../../docs/tutorials/2d/using_tilesets.rst:253 msgid "Using the atlas merging tool dialog" msgstr "" @@ -280,6 +293,7 @@ msgstr "" msgid "To be able to define collision, navigation and occlusion shapes for each tile, you will need to create a physics, navigation or occlusion layer for the TileSet resource first. To do so, select the TileMap node, click the TileSet property value in the inspector to edit it then unfold **Physics Layers** and choose **Add Element**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:302 #: ../../docs/tutorials/2d/using_tilesets.rst:302 msgid "Creating a physics layer in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -288,6 +302,7 @@ msgstr "" msgid "If you also need navigation support, now is a good time to create a navigation layer:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:310 #: ../../docs/tutorials/2d/using_tilesets.rst:310 msgid "Creating a navigation layer in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -296,6 +311,7 @@ msgstr "" msgid "If you need support for light polygon occluders, now is a good time to create an occlusion layer:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:318 #: ../../docs/tutorials/2d/using_tilesets.rst:318 msgid "Creating an occlusion layer in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -312,6 +328,7 @@ msgstr "" msgid "After creating a physics layer, you have access to the **Physics Layer** section in the TileSet atlas inspector:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:338 #: ../../docs/tutorials/2d/using_tilesets.rst:338 msgid "Opening the collision editor while in Select mode" msgstr "" @@ -320,6 +337,7 @@ msgstr "" msgid "You can quickly create a rectangle collision shape by pressing :kbd:`F` while the TileSet editor is focused. If the keyboard shortcut doesn't work, try clicking in the empty area around the polygon editor to focus it:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:348 #: ../../docs/tutorials/2d/using_tilesets.rst:348 msgid "Using default rectangle collision shape by pressing :kbd:`F`" msgstr "" @@ -348,6 +366,7 @@ msgstr "" msgid "You can use the default rectangle shape to quickly create a triangle-shaped collision shape by removing one of the points:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:368 #: ../../docs/tutorials/2d/using_tilesets.rst:368 msgid "Creating a triangle collision shape by right-clicking one of the corners to remove it" msgstr "" @@ -356,6 +375,7 @@ msgstr "" msgid "You can also use the rectangle as a base for more complex shapes by adding more points:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:376 #: ../../docs/tutorials/2d/using_tilesets.rst:376 msgid "Drawing a custom collision for a complex tile shape" msgstr "" @@ -376,10 +396,12 @@ msgstr "" msgid "The data is associated with the tile in the TileSet: all instances of the placed tile will use the same custom data. If you need to create a variant of a tile that has different custom data, this can be done by :ref:`creating an alternative tile ` and changing the custom data for the alternative tile only." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:405 #: ../../docs/tutorials/2d/using_tilesets.rst:405 msgid "Creating a custom data layer in the TileSet resource inspector (within the TileMap node)" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:411 #: ../../docs/tutorials/2d/using_tilesets.rst:411 msgid "Example of configured custom data layers with game-specific properties" msgstr "" @@ -392,6 +414,7 @@ msgstr "" msgid "Note that in the editor, property names do not appear (only their index, which matches the order in which they are defined). For example, with the custom data layers example shown above, we're assigning a tile to have the ``damage_per_second`` metadata set to ``25`` and the ``destructible`` metadata to ``false``:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:426 #: ../../docs/tutorials/2d/using_tilesets.rst:426 msgid "Editing custom data in the TileSet editor while in Select mode" msgstr "" @@ -400,6 +423,7 @@ msgstr "" msgid ":ref:`Tile property painting ` can also be used for custom data:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:435 #: ../../docs/tutorials/2d/using_tilesets.rst:435 msgid "Assigning custom data in the TileSet editor using tile property painting" msgstr "" @@ -436,6 +460,7 @@ msgstr "" msgid "Select the TileMap node, go to the inspector and create a new terrain set within the TileSet *resource*:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:479 #: ../../docs/tutorials/2d/using_tilesets.rst:479 msgid "Creating a terrain set in the TileSet resource inspector (within the TileMap node)" msgstr "" @@ -444,6 +469,7 @@ msgstr "" msgid "After creating a terrain set, you **must** create one or more terrains *within* the terrain set:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:487 #: ../../docs/tutorials/2d/using_tilesets.rst:487 msgid "Creating a terrain within the terrain set" msgstr "" @@ -456,6 +482,7 @@ msgstr "" msgid "Terrain set IDs and terrain IDs are independent from each other. They also start from ``0``, not ``1``." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:504 #: ../../docs/tutorials/2d/using_tilesets.rst:504 msgid "Configuring terrain on a single tile in the TileSet editor's Select mode" msgstr "" @@ -468,6 +495,7 @@ msgstr "" msgid "For example, if a tile has all its bits set to ``0`` or greater, it will only appear if *all* 8 neighboring tiles are using a tile with the same terrain ID. If a tile has its bits set to ``0`` or greater, but the top-left, top and top-right bits are set to ``-1``, it will only appear if there is empty space on top of it (including diagonally)." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:521 #: ../../docs/tutorials/2d/using_tilesets.rst:521 msgid "Configuring terrain peering bits on a single tile in the TileSet editor's Select mode" msgstr "" @@ -476,10 +504,12 @@ msgstr "" msgid "An example configuration for a full tilesheet may look as follows:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:529 #: ../../docs/tutorials/2d/using_tilesets.rst:529 msgid "Example full tilesheet for a sidescrolling game" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:535 #: ../../docs/tutorials/2d/using_tilesets.rst:535 msgid "Example full tilesheet for a sidescrolling game with terrain peering bits visible" msgstr "" @@ -512,6 +542,7 @@ msgstr "" msgid "With numerical and color properties, you will also see a preview of the property's value on all tiles in the atlas after editing a property:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:569 #: ../../docs/tutorials/2d/using_tilesets.rst:569 msgid "Selecting multiple tiles using the Select mode, then applying properties" msgstr "" @@ -528,6 +559,7 @@ msgstr "" msgid "Configure a property to be painted in the middle column, then click on tiles (or hold down the left mouse button) in the right column to \"paint\" properties onto tiles." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:587 #: ../../docs/tutorials/2d/using_tilesets.rst:587 msgid "Painting tile properties using the TileSet editor" msgstr "" @@ -536,6 +568,7 @@ msgstr "" msgid "Tile property painting is especially useful with properties that are time-consuming to set manually, such as collision shapes:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:596 #: ../../docs/tutorials/2d/using_tilesets.rst:596 msgid "Painting a collision polygon, then left-clicking tiles to apply it" msgstr "" @@ -556,6 +589,7 @@ msgstr "" msgid "To create an alternative tile, right-click a base tile in the atlas displayed by the TileSet editor, then choose **Create an Alternative Tile**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:622 #: ../../docs/tutorials/2d/using_tilesets.rst:622 msgid "Creating an alternative tile by right-clicking a base tile in the TileSet editor" msgstr "" @@ -568,6 +602,7 @@ msgstr "" msgid "If you don't see the alternative tile, pan over to the right of the atlas image, as alternative tiles always appear on the right of base tiles of a given atlas in the TileSet editor:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:637 #: ../../docs/tutorials/2d/using_tilesets.rst:637 msgid "Configuring an alternative tile after clicking it in the TileSet editor" msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_antialiasing.pot b/sphinx/templates/tutorials/3d/3d_antialiasing.pot index 6a74cbbb7c..7e2fb4684f 100644 --- a/sphinx/templates/tutorials/3d/3d_antialiasing.pot +++ b/sphinx/templates/tutorials/3d/3d_antialiasing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -36,6 +36,7 @@ msgstr "" msgid "In the example below, you can notice how edges have a blocky appearance. The vegetation is also flickering in and out, and thin lines on top of the box have almost disappeared:" msgstr "" +#: ../../docs/tutorials/3d/3d_antialiasing.rst:31 #: ../../docs/tutorials/3d/3d_antialiasing.rst:31 msgid "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable." msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot index 6a20ff904e..35ac22f357 100644 --- a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -68,6 +68,7 @@ msgstr "" msgid "Alternatively, bake some noise into your textures. This is mainly effective in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom debanding shader `__ to be applied on your *materials*. This technique works even if your project is rendered with low color precision, which means it will work when using the Mobile and Compatibility rendering methods." msgstr "" +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:63 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:63 msgid "Color banding comparison (contrast increased for more visibility)" msgstr "" @@ -96,6 +97,7 @@ msgstr "" msgid "Depending on the scene and viewing conditions, you may also be able to move the Z-fighting objects further apart without the difference being visible to the player." msgstr "" +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:101 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:101 msgid "Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)" msgstr "" @@ -128,6 +130,7 @@ msgstr "" msgid "If you want a material to fade with distance, use the StandardMaterial3D distance fade mode **Pixel Dither** or **Object Dither** instead of **Pixel Alpha**. This will make the material opaque, which also speeds up rendering." msgstr "" +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:152 #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:152 msgid "Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)" msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_text.pot b/sphinx/templates/tutorials/3d/3d_text.pot index 9f93563de0..fd6e77ea1d 100644 --- a/sphinx/templates/tutorials/3d/3d_text.pot +++ b/sphinx/templates/tutorials/3d/3d_text.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -49,8 +49,8 @@ msgid "Label3D behaves like a Label node, but in 3D space. Unlike the Label node msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:39 -#: ../../docs/tutorials/3d/3d_text.rst:93 -#: ../../docs/tutorials/3d/3d_text.rst:128 +#: ../../docs/tutorials/3d/3d_text.rst:97 +#: ../../docs/tutorials/3d/3d_text.rst:136 msgid "Advantages" msgstr "" @@ -59,7 +59,7 @@ msgid "Label3D is faster to generate than TextMesh. While both use a caching mec msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:45 -msgid "Label3D can use bitmap fonts and dynamic fonts (with and without :abbr:`MSDF (Multi-channel Signed Distance Font)` or mipmaps). This makes it more flexible on that aspect compared to TextMesh, especially for rendering fonts with self-intersecting outlines." +msgid "Label3D can use bitmap fonts and dynamic fonts (with and without :abbr:`MSDF (Multi-channel Signed Distance Font)` or mipmaps). This makes it more flexible on that aspect compared to TextMesh, especially for rendering fonts with self-intersecting outlines or colored fonts (emoji)." msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:52 @@ -67,8 +67,8 @@ msgid "See :ref:`doc_gui_using_fonts` for guidelines on configuring font imports msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:55 -#: ../../docs/tutorials/3d/3d_text.rst:102 -#: ../../docs/tutorials/3d/3d_text.rst:139 +#: ../../docs/tutorials/3d/3d_text.rst:106 +#: ../../docs/tutorials/3d/3d_text.rst:147 msgid "Limitations" msgstr "" @@ -84,99 +84,107 @@ msgstr "" msgid "See :ref:`Transparency sorting ` section in the 3D rendering limitations page for more information." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:74 -msgid "TextMesh" +#: ../../docs/tutorials/3d/3d_text.rst:73 +msgid "Text rendering quality can also suffer when the Label3D is viewed at a distance. To improve text rendering quality, :ref:`enable mipmaps on the font ` or :ref:`switch the font to use MSDF rendering `." msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:78 +msgid "TextMesh" +msgstr "" + +#: ../../docs/tutorials/3d/3d_text.rst:82 msgid "The TextMesh resource has similarities to Label3D. They both display text in a 3D scene, and will use the same font subresource. However, instead of generating transparent quads, TextMesh generates 3D geometry that represents the glyphs' contours and has the properties of a mesh. As a result, a TextMesh is shaded by default and automatically casts shadows onto the environment. A TextMesh can also have a material applied to it (including custom shaders)." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:85 +#: ../../docs/tutorials/3d/3d_text.rst:89 msgid "Here is an example of a texture and how it's applied to the mesh. You can use the texture below as a reference for the generated mesh's UV map:" msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:95 +#: ../../docs/tutorials/3d/3d_text.rst:99 msgid "TextMesh has a few advantages over Label3D:" msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:97 +#: ../../docs/tutorials/3d/3d_text.rst:101 msgid "TextMesh can use a texture to modify text color on a per-side basis." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:98 +#: ../../docs/tutorials/3d/3d_text.rst:102 msgid "TextMesh geometry can have actual depth to it, giving glyphs a 3D look." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:99 +#: ../../docs/tutorials/3d/3d_text.rst:103 msgid "TextMesh can use custom shaders, unlike Label3D." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:104 +#: ../../docs/tutorials/3d/3d_text.rst:108 msgid "There are some limitations to TextMesh:" msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:106 +#: ../../docs/tutorials/3d/3d_text.rst:110 msgid "No built-in outline support, unlike Label3D. This can be simulated using custom shaders though." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:108 +#: ../../docs/tutorials/3d/3d_text.rst:112 msgid "Only dynamic fonts are supported (``.ttf``, ``.otf``, ``.woff``, ``.woff2``). Bitmap fonts in the ``.fnt`` or ``.font`` formats are **not** supported." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:110 +#: ../../docs/tutorials/3d/3d_text.rst:114 msgid "Fonts with self-intersecting outlines will not render correctly. If you notice rendering issues on fonts downloaded from websites such as Google Fonts, try downloading the font from the font author's official website instead." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:116 -msgid "Projected Label node (or any other Control)" -msgstr "" - #: ../../docs/tutorials/3d/3d_text.rst:118 -msgid "There is a last solution that is more complex to set up, but provides the most flexibility: projecting a 2D node onto 3D space. This can be achieved using the return value of :ref:`unproject_position` method on a Camera3D node in a script's ``_process()`` function. This return value should then be used to set the ``position`` property of a Control node." +msgid "Antialiasing the text rendering requires a full-scene antialiasing method to be enabled such as MSAA, FXAA and temporal antialiasing (TAA). If no antialiasing method is enabled, text will appear grainy, especially at a distance. See :ref:`doc_3d_antialiasing` for more information." msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:124 -msgid "See the `3D waypoints `__ demo for an example of this." +msgid "Projected Label node (or any other Control)" msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:130 -msgid "Any Control node can be used, including Label, RichTextLabel or even nodes such as Button. This allows for powerful formatting and GUI interaction." +#: ../../docs/tutorials/3d/3d_text.rst:126 +msgid "There is a last solution that is more complex to set up, but provides the most flexibility: projecting a 2D node onto 3D space. This can be achieved using the return value of :ref:`unproject_position` method on a Camera3D node in a script's ``_process()`` function. This return value should then be used to set the ``position`` property of a Control node." msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:132 +msgid "See the `3D waypoints `__ demo for an example of this." +msgstr "" + +#: ../../docs/tutorials/3d/3d_text.rst:138 +msgid "Any Control node can be used, including Label, RichTextLabel or even nodes such as Button. This allows for powerful formatting and GUI interaction." +msgstr "" + +#: ../../docs/tutorials/3d/3d_text.rst:140 msgid "The script-based approach allows for complete freedom in positioning. For example, this makes it considerably easier to pin Controls to the screen's edges when they go off-screen (for in-game 3D markers)." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:135 +#: ../../docs/tutorials/3d/3d_text.rst:143 msgid "Control theming is obeyed. This allows for easier customization that globally applies to the project." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:141 +#: ../../docs/tutorials/3d/3d_text.rst:149 msgid "Projected Controls cannot be occluded by 3D geometry in any way. You can use a RayCast to fully hide the control if its target position is occluded by a collider, but this doesn't allow for partially hiding the control behind a wall." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:145 +#: ../../docs/tutorials/3d/3d_text.rst:153 msgid "Changing text size depending on distance by adjusting the Control's ``scale`` property is possible, but it needs to be done manually. Label3D and TextMesh automatically take care of this, at the cost of less flexibility (can't set a minimum/maximum text size in pixels)." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:149 +#: ../../docs/tutorials/3d/3d_text.rst:157 msgid "Handling resolution and aspect ratio changes must be taken into account in the script, which can be challenging." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:153 +#: ../../docs/tutorials/3d/3d_text.rst:161 msgid "Should I use Label3D, TextMesh or a projected Control?" msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:155 +#: ../../docs/tutorials/3d/3d_text.rst:163 msgid "In most scenarios, Label3D is recommended as it's easier to set up and provides higher rendering quality (especially if 3D antialiasing is disabled)." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:158 +#: ../../docs/tutorials/3d/3d_text.rst:166 msgid "For advanced use cases, TextMesh is more flexible as it allows styling the text with custom shaders. Custom shaders allow for modifying the final geometry, such as curving the text along a surface. Since the text is actual 3D geometry, the text can optionally have depth to it and can also contribute to global illumination." msgstr "" -#: ../../docs/tutorials/3d/3d_text.rst:164 +#: ../../docs/tutorials/3d/3d_text.rst:172 msgid "If you need features such as BBCode or Control theming support, then using a projected RichTextLabel node is the only way to go." msgstr "" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 7302fb4f97..d1517f5b85 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -29,322 +29,322 @@ msgid "Level prototyping is one of the main uses of CSG in Godot. This technique msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:16 -msgid "The CSG nodes in Godot are mainly intended for prototyping. There is no built-in support for UV mapping or editing 3D polygons (though extruded 2D polygons can be used with the CSGPolygon3D node)." +msgid "The CSG nodes in Godot are mainly intended for prototyping. There is no built-in support for UV mapping or editing 3D polygons (though extruded 2D polygons can be used with the CSGPolygon3D node). In addition CSG can't reliably create meshes made up of multiple nodes without holes." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:20 -msgid "If you're looking for an easy to use level design tool for a project, you may want to use `Qodot `__ instead. It lets you design levels using `TrenchBroom `__ and import them in Godot." +#: ../../docs/tutorials/3d/csg_tools.rst:22 +msgid "If you're looking for an easy to use level design tool for a project, you may want to use `FuncGodot `__ or `Cyclops Level Builder `__ instead." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:30 +#: ../../docs/tutorials/3d/csg_tools.rst:35 msgid "You can check how to use CSG nodes to build various shapes (such as stairs or roads) using the `Constructive Solid Geometry demo project `__." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:34 +#: ../../docs/tutorials/3d/csg_tools.rst:39 msgid "Introduction to CSG nodes" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:36 +#: ../../docs/tutorials/3d/csg_tools.rst:41 msgid "Like other features of Godot, CSG is supported in the form of nodes. These are the CSG nodes:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:39 +#: ../../docs/tutorials/3d/csg_tools.rst:44 msgid ":ref:`CSGBox3D `" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:40 +#: ../../docs/tutorials/3d/csg_tools.rst:45 msgid ":ref:`CSGCylinder3D ` (also supports cone)" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:41 +#: ../../docs/tutorials/3d/csg_tools.rst:46 msgid ":ref:`CSGSphere3D `" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:42 +#: ../../docs/tutorials/3d/csg_tools.rst:47 msgid ":ref:`CSGTorus3D `" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:43 +#: ../../docs/tutorials/3d/csg_tools.rst:48 msgid ":ref:`CSGPolygon3D `" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:44 +#: ../../docs/tutorials/3d/csg_tools.rst:49 msgid ":ref:`CSGMesh3D `" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:45 +#: ../../docs/tutorials/3d/csg_tools.rst:50 msgid ":ref:`CSGCombiner3D `" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:52 +#: ../../docs/tutorials/3d/csg_tools.rst:57 msgid "CSG tools features" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:54 +#: ../../docs/tutorials/3d/csg_tools.rst:59 msgid "Every CSG node supports 3 kinds of boolean operations:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:56 +#: ../../docs/tutorials/3d/csg_tools.rst:61 msgid "**Union:** Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:58 +#: ../../docs/tutorials/3d/csg_tools.rst:63 msgid "**Intersection:** Only intersecting geometry remains, the rest is removed." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:59 +#: ../../docs/tutorials/3d/csg_tools.rst:64 msgid "**Subtraction:** The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:67 +#: ../../docs/tutorials/3d/csg_tools.rst:72 msgid "CSGPolygon" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:69 +#: ../../docs/tutorials/3d/csg_tools.rst:74 msgid "The :ref:`CSGPolygon3D ` node extrude along a Polygon drawn in 2D (in X, Y coordinates) in the following ways:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:72 +#: ../../docs/tutorials/3d/csg_tools.rst:77 msgid "**Depth:** Extruded back a given amount." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:73 +#: ../../docs/tutorials/3d/csg_tools.rst:78 msgid "**Spin:** Extruded while spinning around its origin." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:74 +#: ../../docs/tutorials/3d/csg_tools.rst:79 msgid "**Path:** Extruded along a Path node. This operation is commonly called lofting." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:81 +#: ../../docs/tutorials/3d/csg_tools.rst:86 msgid "The **Path** mode must be provided with a :ref:`Path3D ` node to work. In the Path node, draw the path and the polygon in CSGPolygon3D will extrude along the given path." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:87 +#: ../../docs/tutorials/3d/csg_tools.rst:92 msgid "Custom meshes" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:89 +#: ../../docs/tutorials/3d/csg_tools.rst:94 msgid "Any mesh can be used for :ref:`CSGMesh3D `; the mesh can be modeled in other software and imported into Godot. Multiple materials are supported. There are some restrictions for geometry:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:93 +#: ../../docs/tutorials/3d/csg_tools.rst:98 msgid "it must be closed," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:94 +#: ../../docs/tutorials/3d/csg_tools.rst:99 msgid "it must not self-intersect," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:95 +#: ../../docs/tutorials/3d/csg_tools.rst:100 msgid "it must not contain internal faces," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:96 +#: ../../docs/tutorials/3d/csg_tools.rst:101 msgid "every edge must connect to only two other faces." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:101 +#: ../../docs/tutorials/3d/csg_tools.rst:106 msgid "CSGCombiner3D" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:103 +#: ../../docs/tutorials/3d/csg_tools.rst:108 msgid "The :ref:`CSGCombiner3D ` node is an empty shape used for organization. It will only combine children nodes." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:107 +#: ../../docs/tutorials/3d/csg_tools.rst:112 msgid "Processing order" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:109 +#: ../../docs/tutorials/3d/csg_tools.rst:114 msgid "Every CSG node will first process its children nodes and their operations: union, intersection, or subtraction, in tree order, and apply them to itself one after the other." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:113 +#: ../../docs/tutorials/3d/csg_tools.rst:118 msgid "In the interest of performance, make sure CSG geometry remains relatively simple, as complex meshes can take a while to process. If adding objects together (such as table and room objects), create them as separate CSG trees. Forcing too many objects in a single tree will eventually start affecting performance. Only use binary operations where you actually need them." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:121 +#: ../../docs/tutorials/3d/csg_tools.rst:126 msgid "Prototyping a level" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:123 +#: ../../docs/tutorials/3d/csg_tools.rst:128 msgid "We will prototype a room to practice the use of CSG tools." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:125 +#: ../../docs/tutorials/3d/csg_tools.rst:130 msgid "Working in **Orthogonal** projection gives a better view when combining the CSG shapes." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:128 +#: ../../docs/tutorials/3d/csg_tools.rst:133 msgid "Our level will contain these objects:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:130 +#: ../../docs/tutorials/3d/csg_tools.rst:135 msgid "a room," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:131 +#: ../../docs/tutorials/3d/csg_tools.rst:136 msgid "a bed," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:132 +#: ../../docs/tutorials/3d/csg_tools.rst:137 msgid "a lamp," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:133 +#: ../../docs/tutorials/3d/csg_tools.rst:138 msgid "a desk," msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:134 +#: ../../docs/tutorials/3d/csg_tools.rst:139 msgid "a bookshelf." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:136 +#: ../../docs/tutorials/3d/csg_tools.rst:141 msgid "Create a scene with a Node3D node as root node." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:138 +#: ../../docs/tutorials/3d/csg_tools.rst:143 msgid "The default lighting of the environment doesn't provide clear shading at some angles. Change the display mode using **Display Overdraw** in the 3D viewport menu, or add a DirectionalLight node to help you see clearly." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:145 +#: ../../docs/tutorials/3d/csg_tools.rst:150 msgid "Create a CSGBox3D and name it ``room``, enable **Invert Faces** and change the dimensions of your room." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:152 +#: ../../docs/tutorials/3d/csg_tools.rst:157 msgid "Next, create a CSGCombiner3D and name it ``desk``." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:154 +#: ../../docs/tutorials/3d/csg_tools.rst:159 msgid "A desk has one surface and 4 legs:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:156 +#: ../../docs/tutorials/3d/csg_tools.rst:161 msgid "Create 1 CSGBox3D children node in **Union** mode for the surface and adjust the dimensions." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:158 +#: ../../docs/tutorials/3d/csg_tools.rst:163 msgid "Create 4 CSGBox3D children nodes in **Union** mode for the legs and adjust the dimensions." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:161 +#: ../../docs/tutorials/3d/csg_tools.rst:166 msgid "Adjust their placement to resemble a desk." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:165 +#: ../../docs/tutorials/3d/csg_tools.rst:170 msgid "CSG nodes inside a CSGCombiner3D will only process their operation within the combiner. Therefore, CSGCombiner3Ds are used to organize CSG nodes." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:169 +#: ../../docs/tutorials/3d/csg_tools.rst:174 msgid "Create a CSGCombiner3D and name it ``bed``." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:171 +#: ../../docs/tutorials/3d/csg_tools.rst:176 msgid "Our bed consists of 3 parts: the bed, the mattress and a pillow. Create a CSGBox3D and adjust its dimension for the bed. Create another CSGBox3D and adjust its dimension for the mattress." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:177 +#: ../../docs/tutorials/3d/csg_tools.rst:182 msgid "We will create another CSGCombiner3D named ``pillow`` as the child of ``bed``. The scene tree should look like this:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:182 +#: ../../docs/tutorials/3d/csg_tools.rst:187 msgid "We will combine 3 CSGSphere3D nodes in **Union** mode to form a pillow. Scale the Y axis of the spheres and enable **Smooth Faces**." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:187 +#: ../../docs/tutorials/3d/csg_tools.rst:192 msgid "Select the ``pillow`` node and switch the mode to **Subtraction**; the combined spheres will cut a hole into the mattress." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:192 +#: ../../docs/tutorials/3d/csg_tools.rst:197 msgid "Try to re-parent the ``pillow`` node to the root ``Node3D`` node; the hole will disappear." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:195 +#: ../../docs/tutorials/3d/csg_tools.rst:200 msgid "This is to illustrate the effect of CSG processing order. Since the root node is not a CSG node, the CSGCombiner3D nodes are the end of the operations; this shows the use of CSGCombiner3D to organize the CSG scene." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:200 +#: ../../docs/tutorials/3d/csg_tools.rst:205 msgid "Undo the re-parent after observing the effect. The bed you've built should look like this:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:205 +#: ../../docs/tutorials/3d/csg_tools.rst:210 msgid "Create a CSGCombiner3D and name it ``lamp``." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:207 +#: ../../docs/tutorials/3d/csg_tools.rst:212 msgid "A lamp consists of 3 parts: the stand, the pole and the lampshade. Create a CSGCylinder3D, enable the **Cone** option and make it the stand. Create another CSGCylinder3D and adjust the dimensions to use it as a pole." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:213 +#: ../../docs/tutorials/3d/csg_tools.rst:218 msgid "We will use a CSGPolygon3D for the lampshade. Use the **Spin** mode for the CSGPolygon3D and draw a `trapezoid `_ while in **Front View** (numeric keypad 1); this shape will extrude around the origin and form the lampshade." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:224 +#: ../../docs/tutorials/3d/csg_tools.rst:229 msgid "Adjust the placement of the 3 parts to make it look like a lamp." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:228 +#: ../../docs/tutorials/3d/csg_tools.rst:233 msgid "Create a CSGCombiner3D and name it ``bookshelf``." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:230 +#: ../../docs/tutorials/3d/csg_tools.rst:235 msgid "We will use 3 CSGBox3D nodes for the bookshelf. Create a CSGBox3D and adjust its dimensions; this will be the size of the bookshelf." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:235 +#: ../../docs/tutorials/3d/csg_tools.rst:240 msgid "Duplicate the CSGBox3D and shorten the dimensions of each axis and change the mode to **Subtraction**." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:242 +#: ../../docs/tutorials/3d/csg_tools.rst:247 msgid "You've almost built a shelf. Create one more CSGBox3D for dividing the shelf into two levels." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:247 +#: ../../docs/tutorials/3d/csg_tools.rst:252 msgid "Position your furniture in your room as you like and your scene should look this:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:252 +#: ../../docs/tutorials/3d/csg_tools.rst:257 msgid "You've successfully prototyped a room level with the CSG tools in Godot. CSG tools can be used for designing all kinds of levels, such as a maze or a city; explore its limitations when designing your game." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:257 +#: ../../docs/tutorials/3d/csg_tools.rst:262 msgid "Using prototype textures" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:259 +#: ../../docs/tutorials/3d/csg_tools.rst:264 msgid "Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be used to automatically apply a texture to arbitrary objects without distortion. This is handy when using CSG as Godot doesn't support editing UV maps on CSG nodes yet. Triplanar mapping is relatively slow, which usually restricts its usage to organic surfaces like terrain. Still, when prototyping, it can be used to quickly apply textures to CSG-based levels." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:266 +#: ../../docs/tutorials/3d/csg_tools.rst:271 msgid "If you need some textures for prototyping, Kenney made a `set of CC0-licensed prototype textures `__." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:269 +#: ../../docs/tutorials/3d/csg_tools.rst:274 msgid "There are two ways to apply a material to a CSG node:" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:271 +#: ../../docs/tutorials/3d/csg_tools.rst:276 msgid "Applying it to a CSGCombiner3D node as a material override (**Geometry > Material Override** in the Inspector). This will affect its children automatically, but will make it impossible to change the material in individual children." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:275 +#: ../../docs/tutorials/3d/csg_tools.rst:280 msgid "Applying a material to individual nodes (**Material** in the Inspector). This way, each CSG node can have its own appearance. Subtractive CSG nodes will apply their material to the nodes they're \"digging\" into." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:279 +#: ../../docs/tutorials/3d/csg_tools.rst:284 msgid "To apply triplanar mapping to a CSG node, select it, go to the Inspector, click the **[empty]** text next to **Material Override** (or **Material** for individual CSG nodes). Choose **New StandardMaterial3D**. Click the newly created material's icon to edit it. Unfold the **Albedo** section and load a texture into the **Texture** property. Now, unfold the **Uv1** section and check **Triplanar**. You can change the texture offset and scale on each axis by playing with the **Scale** and **Offset** properties just above. Higher values in the **Scale** property will cause the texture to repeat more often." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:288 +#: ../../docs/tutorials/3d/csg_tools.rst:293 msgid "You can copy a StandardMaterial3D to reuse it across CSG nodes. To do so, click the dropdown arrow next to a material property in the Inspector and choose **Copy**. To paste it, select the node you'd like to apply the material onto, click the dropdown arrow next to its material property then choose **Paste**." msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:295 +#: ../../docs/tutorials/3d/csg_tools.rst:300 msgid "Exporting as glTF" msgstr "" -#: ../../docs/tutorials/3d/csg_tools.rst:297 +#: ../../docs/tutorials/3d/csg_tools.rst:302 msgid "It can be useful to block out a level using CSG, then export it as a 3d model, to import into 3D modeling software. You can do this by selecting **Scene > Export As... > glTF 2.0 Scene**." msgstr "" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index b5e75d4d94..8c9107c5ed 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -396,7 +396,7 @@ msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:416 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:490 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:536 -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:837 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:844 msgid "*This feature is only available when using the Forward+ backend, not Mobile or Compatibility.*" msgstr "" @@ -548,315 +548,320 @@ msgstr "" msgid "Glow" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:555 -msgid "*This feature is only available when using the Forward+ and Mobile backends, not Compatibility.*" +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:557 +msgid "When using the Compatibility rendering method, glow uses a different implementation with some properties being unavailable and hidden from the inspector: **Levels**, **Normalized**, **Strength**, **Blend Mode**, **Mix**, **Map**, and **Map Strength**." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:558 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:562 +msgid "This implementation is optimized to run on low-end devices and is less flexible as a result." +msgstr "" + +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:565 msgid "In photography and film, when light amount exceeds the maximum *luminance* (brightness) supported by the media, it generally bleeds outwards to darker regions of the image. This is simulated in Godot with the **Glow** effect." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:564 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:571 msgid "By default, even if the effect is enabled, it will be weak or invisible. One of two conditions need to happen for it to actually show:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:567 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:574 msgid "The light in a pixel surpasses the **HDR Threshold** (where 0 is all light surpasses it, and 1.0 is light over the tonemapper **White** value). Normally, this value is expected to be at 1.0, but it can be lowered to allow more light to bleed. There is also an extra parameter, **HDR Scale**, that allows scaling (making brighter or darker) the light surpassing the threshold." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:576 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:583 msgid "The **Bloom** property has a value greater than ``0.0``. As it increases, it sends the whole screen to the glow processor at higher amounts." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:581 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:588 msgid "Both will cause the light to start bleeding out of the brighter areas." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:583 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:590 msgid "Once glow is visible, it can be controlled with a few extra parameters:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:585 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:592 msgid "**Intensity** is an overall scale for the effect, it can be made stronger or weaker (``0.0`` removes it)." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:587 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:594 msgid "**Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general, changing this is not needed, as the size can be adjusted more efficiently with the **Levels**." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:591 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:598 msgid "The **Blend Mode** of the effect can also be changed:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:593 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:600 msgid "**Additive** is the strongest one, as it only adds the glow effect over the image with no blending involved. In general, it's too strong to be used, but can look good with low-intensity **Bloom** (produces a dream-like effect)." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:596 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:603 msgid "**Screen** ensures glow never brightens more than itself and it works great as an all around." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:598 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:605 msgid "**Softlight** is the default and weakest one, producing only a subtle color disturbance around the objects. This mode works best on dark scenes." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:600 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:607 msgid "**Replace** can be used to :ref:`blur the whole screen ` or debug the effect. It only shows the glow effect without the image below." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:603 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:610 msgid "**Mix** mixes the glow effect with the main image. This can be used for greater artistic control. The mix factor is controlled by the **Mix** property which appears above the blend mode (only when the blend mode is set to Mix). High mix factor values will appear to darken the image unless **Bloom** is increased." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:609 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:616 msgid "To change the glow effect size and shape, Godot provides **Levels**. Smaller levels are strong glows that appear around objects, while large levels are hazy glows covering the whole screen:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:615 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:622 msgid "The real strength of this system, though, is to combine levels to create more interesting glow patterns:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:620 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:627 msgid "Finally, the glow effect can be controlled using a *glow map*, which is a texture that determines how bright glow should be on each part of the screen. This texture can optionally be colored to tint the glow effect to the glow map's color. The texture is stretched to fit the viewport, so using an aspect ratio that matches your viewport's most common aspect ratio (such as 16:9) is recommended to avoid visible distortion." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:627 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:634 msgid "There are 2 main use cases for a glow map texture:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:629 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:636 msgid "Create a \"lens dirt\" effect using a dirt pattern texture." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:630 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:637 msgid "Make glow less strong on specific parts of the screen by using a gradient texture." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:637 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:644 msgid "Using glow in 2D" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:639 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:646 msgid "There are 2 ways to use glow in 2D:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:641 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:648 msgid "Since Godot 4.2, you can enable HDR for 2D rendering when using the Forward+ and Mobile rendering methods. This has a performance cost, but it allows for a greater dynamic range. This also allows you to control which objects glow using their individual **Modulate** or **Self Modulate** properties (use the RAW mode in the color picker). Enabling HDR can also reduce banding in the 2D rendering output." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:648 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:655 msgid "To enable HDR in 2D, open the Project Settings, enable **Rendering > Viewport > HDR 2D** then restart the editor." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:651 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:658 msgid "If you want to maximize performance, you can leave HDR disabled for 2D rendering. However, you will have less control on which objects glow." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:654 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:661 msgid "Enable glow, set the environment background mode to **Canvas** then decrease **Glow HDR Threshold** so that pixels that are not overbright will still glow. To prevent UI elements from glowing, make them children of a :ref:`class_CanvasLayer` node. You can control which layers are affected by glow using the **Background > Canvas Max Layer** property of the Environment resource." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:665 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:672 msgid "Example of using glow in a 2D scene" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:665 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:672 msgid "Example of using glow in a 2D scene. HDR 2D is enabled, while coins and the bullet have their **Modulate** property increased to overbright values using the RAW mode in the color picker." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:671 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:678 msgid "The 2D renderer renders in linear color space if the **Rendering > Viewport > HDR 2D** project setting is enabled, so ``source_color`` must also be used for uniform samplers that are used as color input in ``canvas_item`` shaders. If this is not done, the texture will appear washed out." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:677 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:684 msgid "If 2D HDR is disabled, ``source_color`` will keep working correctly in ``canvas_item`` shaders, so it's recommend to use it when relevant either way." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:684 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:691 msgid "Using glow to blur the screen" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:686 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:693 msgid "Glow can be used to blur the whole viewport, which is useful for background blur when a menu is open. Only 3D rendering will be affected unless the environment's background mode is set to **Canvas**. To prevent UI elements from being blurred when using the Canvas background mode, make them children of a :ref:`class_CanvasLayer` node. You can control which layers are affected by this blurring effect using the **Background > Canvas Max Layer** property of the Environment resource." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:693 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:700 msgid "To use glow as a blurring solution:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:695 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:702 msgid "Enable **Normalized** and adjust levels according to preference. Increasing higher level indices will result in a more blurred image. It's recommended to leave a single glow level at ``1.0`` and leave all other glow levels at ``0.0``, but this is not required. Note that the final appearance will vary depending on viewport resolution." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:700 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:707 msgid "Set **Intensity** to ``1.0`` and **Bloom** to ``1.0``." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:701 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:708 msgid "Set the blend mode to **Replace** and **HDR Luminance Cap** to ``1.0``." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:707 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:714 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:714 msgid "Example of using glow to blur the 2D rendering in the menu's background" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:710 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:717 msgid "Adjustments" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:712 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:719 msgid "At the end of processing, Godot offers the possibility to do some standard image adjustments." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:717 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:724 msgid "**Basic BCS adjustments**" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:719 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:726 msgid "The first adjustment is being able to change the typical **Brightness**, **Contrast**, and **Saturation** properties:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:724 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:731 msgid "**Color correction using a 1D gradient**" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:726 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:733 msgid "The second adjustment is by supplying a color correction gradient. This can be done by assigning a GradientTexture1D resource to the **Color Correction** property, or by loading a texture containing a horizontal gradient. The leftmost part of the gradient represents black in the source image, whereas the rightmost part of the gradient represents white in the source image." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:732 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:739 msgid "A linear black-to-white gradient like the following one will produce no effect:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:736 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:743 msgid "But creating custom ones will allow to map each channel to a different color:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:740 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:747 msgid "**Color correction using a 3D LUT**" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:742 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:749 msgid "A 3D look-up-texture (LUT) can also be used for color correction. This is a special texture used to modify each color channel separately from one another (red, green, blue). This image can be of any resolution, but since color correction is low-frequency data, sticking to low resolutions is recommended for performance reasons. A LUT texture's resolution is typically 17×17×17, 33×33×33, 51×51×51 or 65×65×65 (the odd size allows for better interpolation)." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:749 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:756 msgid "For this to work, the look-up texture's import mode must be set to Texture3D in the Import dock (instead of being imported as a regular Texture2D):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:754 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:761 msgid "Make sure to configure the number of horizontal and vertical slices to import as well. If you don't do this, the LUT texture will not affect the viewport correctly when used. You can preview how the 3D texture was imported by double-clicking it, in the FileSystem dock, then going to the inspector to flip through the texture's layers." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:760 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:767 msgid "You can use this neutral 33×33×33 LUT template as a base (right-click and choose **Save as…**):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:765 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:772 msgid "With the above LUT template, after changing its import mode to **Texture3D**, set its number of **Horizontal** slices to ``33`` in the Import dock then click **Reimport**. If you load this LUT into the **Color Correction** property, you won't see any visible difference for now since this texture is designed to be a neutral starting point." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:771 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:778 msgid "This LUT template can be modified in an image editor to provide a different mood to the image. A common workflow is to place the LUT image next to a screenshot of the project's 3D viewport, then use an image editor to modify both the LUT image and the screenshot at the same time. The LUT can then be saved and applied to the game engine to perform the same color correction in real-time." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:777 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:784 msgid "For example, modifying the LUT template in an image editor to give it a \"sepia\" look results in the image on the right:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:784 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:791 msgid "Adjustments and color correction are applied *after* tonemapping. This means the tonemapping properties defined above still have an effect when adjustments are enabled." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:789 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:796 msgid "Camera attribute options" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:792 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:799 msgid "Depth of Field / Far Blur" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:794 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:801 msgid "This effect simulates focal distance on cameras. It blurs objects behind a given range. It has an initial **Distance** with a **Transition** region (in world units):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:800 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:807 msgid "The **Amount** parameter controls the amount of blur. For larger blurs, tweaking the depth of field quality in the advanced project settings may be needed to avoid artifacts." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:805 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:812 msgid "Depth of Field / Near Blur" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:807 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:814 msgid "This effect simulates focal distance on cameras. It blurs objects close to the camera (acts in the opposite direction as far blur). It has an initial **Distance** with a **Transition** region (in world units):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:813 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:820 msgid "The **Amount** parameter controls the amount of blur. For larger blurs, tweaking the **Quality** may be needed in order to avoid artifacts." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:816 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:823 msgid "It is common to use both blurs together to focus the viewer's attention on a given object, or create a so-called `\"tilt shift\" effect `__." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:824 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:831 msgid "When using CameraAttributesPhysical instead of CameraAttributesPractical, depth of field is automatically computed from the camera attributes' focus distance, focal length, and aperture." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:829 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:836 msgid "Exposure" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:831 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:838 msgid "This multiplies the overall scene brightness visible from the camera. Higher values result in a visually brighter scene." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:835 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:842 msgid "Auto Exposure" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:840 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:847 msgid "Even though, in most cases, lighting and texturing are heavily artist controlled, Godot supports a basic high dynamic range implementation with the auto exposure mechanism. This is generally used to add realism when combining interior areas with low light and bright outdoor areas. Auto exposure simulates the camera (or eye) in an effort to adapt between light and dark locations and their different amounts of light." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:849 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:856 msgid "Auto exposure needs to evaluate the scene's brightness every frame, which has a moderate performance cost. Therefore, it's recommended to leave Auto Exposure disabled if it doesn't make much of a difference in your scene." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:855 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:862 msgid "The simplest way to use auto exposure is to make sure outdoor lights (or other strong lights) have energy beyond 1.0. This is done by tweaking their **Energy** multiplier (on the Light itself). To make it consistent, the **Sky** usually needs to use the energy multiplier too, to match with the directional light. Normally, values between 3.0 and 6.0 are enough to simulate indoor-outdoor conditions." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:861 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:868 msgid "By combining Auto Exposure with :ref:`doc_environment_and_post_processing_glow` post-processing, pixels that go over the tonemap **White** will bleed to the glow buffer, creating the typical bloom effect in photography." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:867 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:874 msgid "The user-controllable values in the Auto Exposure section come with sensible defaults, but you can still tweak them:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:872 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:879 msgid "**Scale:** Value to scale the lighting. Higher values produce brighter images, and lower values produce darker ones." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:874 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:881 msgid "**Min Sensitivity / Min Exposure Value:** Minimum luminance that auto exposure will aim to adjust for (in ISO when using CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical). Luminance is the average of the light in all the pixels of the screen." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:878 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:885 msgid "**Max Sensitivity / Max Exposure Value:** Maximum luminance that auto exposure will aim to adjust for (in ISO when using CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical)." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:881 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:888 msgid "**Speed:** Speed at which luminance corrects itself. The higher the value, the faster luminance correction happens. High values may be more suited to fast-paced games, but can be distracting in some scenarios." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:885 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:892 msgid "When using CameraAttributesPractical, exposure is set using *sensitivity* defined in ISO instead of an exposure value in EV100. Typical ISO values are between 50 and 3200, with higher values resulting in higher final exposure. In real life, daytime photography generally uses ISO values between 100 and 800." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:892 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:899 msgid "See :ref:`doc_physical_light_and_camera_units` if you wish to use real world units to configure your camera's exposure, field of view and depth of field." msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot b/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot index 7788db0c56..375780aed6 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/global_illumination/index.pot b/sphinx/templates/tutorials/3d/global_illumination/index.pot index 4f20de21af..59405bd044 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/index.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/global_illumination/index.rst:4 +#: ../../docs/tutorials/3d/global_illumination/index.rst:6 msgid "Global illumination" msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot b/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot index a3f0dcabb7..6cf538af1b 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -168,6 +168,7 @@ msgstr "" msgid "For comparison, here's a 3D scene with no global illumination options used:" msgstr "" +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:167 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:167 msgid "A 3D scene without any form of global illumination (only constant environment lighting). The box and sphere near the camera are both dynamic objects." msgstr "" @@ -180,6 +181,12 @@ msgstr "" msgid "**VoxelGI:** |average| Good reflections and indirect lighting, but beware of leaks." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 msgid "average" msgstr "" @@ -235,6 +242,9 @@ msgstr "" msgid "**LightmapGI:** |good| Excellent indirect lighting, decent reflections (optional)." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 msgid "good" msgstr "" @@ -301,6 +311,7 @@ msgstr "" msgid "**LightmapGI:** |bad| Baked, and therefore not real-time." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:324 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:324 msgid "bad" msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot b/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot index 20459fee49..99c442a089 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -44,10 +44,12 @@ msgstr "" msgid "Visual comparison" msgstr "" +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:38 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:38 msgid "Reflection probe disabled. Environment sky is used as a fallback." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:44 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:44 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:51 msgid "Reflection probe enabled." diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot index ddaf4174a5..a3458448b3 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -49,6 +49,7 @@ msgstr "" msgid "Visual comparison" msgstr "" +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 msgid "LightmapGI disabled." msgstr "" @@ -82,7 +83,7 @@ msgid "Setting up" msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:80 -msgid "First of all, before the lightmapper can do anything, the objects to be baked need an UV2 layer and a texture size. An UV2 layer is a set of secondary texture coordinates that ensures any face in the object has its own place in the UV map. Faces must not share pixels in the texture." +msgid "First of all, before the lightmapper can do anything, the objects to be baked need a UV2 layer and a texture size. A UV2 layer is a set of secondary texture coordinates that ensures any face in the object has its own place in the UV map. Faces must not share pixels in the texture." msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:85 @@ -374,7 +375,7 @@ msgid "Comparison between denoising disabled and enabled (with the default JNLM msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:401 -msgid "To combat noise without increasing bake times too much, a denoiser can be used. A denoiser is an algorithm that runs on the final baked lightmap, detects patterns of noise and softens them while attempting to best preseve detail. Godot offers two denoising algorithms:" +msgid "To combat noise without increasing bake times too much, a denoiser can be used. A denoiser is an algorithm that runs on the final baked lightmap, detects patterns of noise and softens them while attempting to best preserve detail. Godot offers two denoising algorithms:" msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:407 diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot index e336113456..966f0a2eac 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -44,10 +44,12 @@ msgstr "" msgid "Visual comparison" msgstr "" +#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:36 #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:36 msgid "SDFGI disabled." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 msgid "SDFGI enabled." msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot index 1054b2a406..1917724ed9 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -36,10 +36,12 @@ msgstr "" msgid "Visual comparison" msgstr "" +#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 msgid "VoxelGI disabled." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 msgid "VoxelGI enabled." msgstr "" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 4781645c7c..97a19b2fe4 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index ae69c36165..0cc857c2ca 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,19 +16,19 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/index.rst:2 +#: ../../docs/tutorials/3d/index.rst:4 msgid "3D" msgstr "" -#: ../../docs/tutorials/3d/index.rst:14 +#: ../../docs/tutorials/3d/index.rst:16 msgid "Rendering" msgstr "" -#: ../../docs/tutorials/3d/index.rst:33 +#: ../../docs/tutorials/3d/index.rst:35 msgid "Optimization" msgstr "" -#: ../../docs/tutorials/3d/index.rst:47 +#: ../../docs/tutorials/3d/index.rst:49 msgid "Tools" msgstr "" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 31ea18faf8..fa7f44bbd8 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -36,263 +36,267 @@ msgstr "" msgid ":ref:`Node2D ` is the base node for 2D. :ref:`Control ` is the base node for everything GUI. Following this reasoning, the 3D engine uses the :ref:`Node3D ` node for everything 3D." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:27 -msgid "Be aware that \"Spatial\" Nodes are now called \"Node3D\" starting with Godot 4. Any Godot 3.x references to \"Spatial\" Nodes refer to \"Node3D\" in Godot 4." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:29 +msgid "Node3Ds have a local transform, which is relative to the parent node (as long as the parent node is also of **or inherits from** the type Node3D). This transform can be accessed as a 3×4 :ref:`Transform3D `, or as 3 :ref:`Vector3 ` members representing location, Euler rotation (X, Y and Z angles) and scale." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:33 -msgid "Node3Ds have a local transform, which is relative to the parent node (as long as the parent node is also of **or inherits from** the type Node3D). This transform can be accessed as a 4×3 :ref:`Transform3D `, or as 3 :ref:`Vector3 ` members representing location, Euler rotation (X, Y and Z angles) and scale." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:43 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:39 msgid "3D content" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:45 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:41 msgid "Unlike 2D, where loading image content and drawing is straightforward, 3D is a little more difficult. The content needs to be created with special 3D tools (also called Digital Content Creation tools, or DCCs) and exported to an exchange file format to be imported in Godot. This is required since 3D formats are not as standardized as images." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:52 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:48 msgid "Manually authored models (using 3D modeling software)" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:57 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:53 msgid "There are two pipelines to import 3D models in Godot. The first and most common one is by :ref:`doc_importing_3d_scenes`, which allows you to import entire scenes (exactly as they look in the 3D modeling software), including animation, skeletal rigs, blend shapes, etc." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:62 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:58 msgid "The second pipeline is by importing simple .OBJ files as mesh resources, which can be then put inside a :ref:`MeshInstance3D ` node for display." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:67 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:63 msgid "Generated geometry" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:69 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:65 msgid "It is possible to create custom geometry by using the :ref:`ArrayMesh ` resource directly. Simply create your arrays and use the :ref:`ArrayMesh.add_surface_from_arrays() ` function. A helper class is also available, :ref:`SurfaceTool `, which provides a more straightforward API and helpers for indexing, generating normals, tangents, etc." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:76 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:72 msgid "In any case, this method is meant for generating static geometry (models that will not be updated often), as creating vertex arrays and submitting them to the 3D API has a significant performance cost." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:81 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:77 msgid "Immediate geometry" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:83 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:79 msgid "If, instead, you need to generate simple geometry that will be updated often, Godot provides a special :ref:`ImmediateMesh ` resource that can be used in a :ref:`MeshInstance3D ` node. This provides an OpenGL 1.x-style immediate-mode API to create points, lines, triangles, etc." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:90 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:86 msgid "2D in 3D" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:92 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:88 msgid "While Godot packs a powerful 2D engine, many types of games use 2D in a 3D environment. By using a fixed camera (either orthogonal or perspective) that does not rotate, nodes such as :ref:`Sprite3D ` and :ref:`AnimatedSprite3D ` can be used to create 2D games that take advantage of mixing with 3D backgrounds, more realistic parallax, lighting/shadow effects, etc." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:100 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:96 msgid "The disadvantage is, of course, that added complexity and reduced performance in comparison to plain 2D, as well as the lack of reference of working in pixels." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:105 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:101 msgid "Environment" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:107 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:103 msgid "Besides editing a scene, it is often common to edit the environment. Godot provides a :ref:`WorldEnvironment ` node that allows changing the background color, mode (as in, put a skybox), and applying several types of built-in post-processing effects. Environments can also be overridden in the Camera." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:114 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:110 msgid "3D viewport" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:116 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:112 msgid "Editing 3D scenes is done in the 3D tab. This tab can be selected manually, but it will be automatically enabled when a Node3D node is selected." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:122 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:118 msgid "Default 3D scene navigation controls are similar to Blender (aiming to have some sort of consistency in the free software pipeline..), but options are included to customize mouse buttons and behavior to be similar to other tools in the Editor Settings:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:130 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:126 msgid "Coordinate system" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:132 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:128 msgid "Godot uses the `metric `__ system for everything in 3D, with 1 unit being equal to 1 meter. Physics and other areas are tuned for this scale. Therefore, attempting to use a different scale is usually a bad idea (unless you know what you are doing)." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:137 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:133 msgid "When working with 3D assets, it's always best to work in the correct scale (set the unit to metric in your 3D modeling software). Godot allows scaling post-import and, while this works in most cases, in rare situations it may introduce floating-point precision issues (and thus, glitches or artifacts) in delicate areas such as rendering or physics. Make sure your artists always work in the right scale!" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:144 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:140 msgid "The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot uses a **right-handed** coordinate system. This means that for most objects that need alignment (such as lights or cameras), the Z axis is used as a \"pointing towards\" direction. This convention roughly means that:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:149 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:145 msgid "**X** is sides" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:150 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:146 msgid "**Y** is up/down" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:151 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:147 msgid "**Z** is front/back" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:153 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:149 msgid "See this chart for comparison with other 3D software:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:159 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:155 msgid "3D coordinate systems comparison chart" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:159 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:155 msgid "Image by `Freya Holmér `__" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:162 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:158 msgid "Space and manipulation gizmos" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:164 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:160 msgid "Moving objects in the 3D view is done through the manipulator gizmos. Each axis is represented by a color: Red, Green, Blue represent X, Y, Z respectively. This convention applies to the grid and other gizmos too (and also to the shader language, ordering of components for Vector3, Color, etc.)." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:172 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:168 msgid "Some useful keybindings:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:174 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:170 msgid "To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or rotating." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:176 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:172 msgid "To center the view on the selected object, press :kbd:`F`." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:179 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:175 msgid "Using Blender-style transform shortcuts" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:181 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:177 msgid "Since Godot 4.2, you can enable Blender-style shortcuts for translating, rotating and scaling nodes. In Blender, these shortcuts are:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:184 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:180 msgid ":kbd:`G` for translating" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:185 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:181 msgid ":kbd:`R` for rotating" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:186 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:182 msgid ":kbd:`S` for scaling" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:188 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:184 msgid "After pressing a shortcut key while focusing on the 3D editor viewport, move the mouse or enter a number to move the selected node(s) by the specified amount in 3D units. You can constrain movement to a specific axis by specifying the axis as a letter, then the distance (if entering a value with the keyboard)." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:194 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:190 msgid "For instance, to move the selection upwards by 2.5 units, enter the following sequence in order (Y+ is upwards in Godot):" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:197 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:193 msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:199 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:195 msgid "To use Blender-style transform shortcuts in Godot, go to the Editor Settings' **Shortcuts** tab, then in the Spatial Editor section:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:202 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:198 msgid "Bind **Begin Translate Transformation** to :kbd:`G`." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:203 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:199 msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:204 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:200 msgid "Bind **Begin Scale Transformation** to :kbd:`S`." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:205 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:201 msgid "Finally, unbind **Scale Mode** so that its shortcut won't conflict with **Begin Rotate Transformation**." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:209 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:205 msgid "View menu" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:211 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:207 msgid "The view options are controlled by the \"View\" menu in the viewport's toolbar." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:215 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:211 msgid "You can hide the gizmos in the 3D view of the editor through this menu:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:219 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:215 msgid "To hide a specific type of gizmos, you can toggle them off in the \"View\" menu." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:224 -msgid "Default environment" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:220 +msgid "preview environment and light" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:222 +msgid "By default, any 3D scene that doesn't have a :ref:`WorldEnvironment ` node, or a :ref:`DirectionalLight3D `, will have a preview turned on for what it's missing to light the scene." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:226 -msgid "When created from the Project Manager, the 3D environment has a default sky." +msgid "The preview light and environment will only be visible in the scene while in the editor. If you run the scene or export the project they will not affect the scene." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:230 -msgid "Given how physically-based rendering works, it is advised to always try to work with a default environment in order to provide indirect and reflected light to your objects." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:235 -msgid "Cameras" +msgid "The preview light and environment can be turned on or off from the top menu by clicking on their respective icon, and the 3 dots dropdown menu next to those icons can be used to adjust the properties of the preview environment and light." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:237 -msgid "No matter how many objects are placed in the 3D space, nothing will be displayed unless a :ref:`Camera3D ` is also added to the scene. Cameras can work in either orthogonal or perspective projections:" +msgid "The same preview sun and environment is used for every scene in the same project, So only make adjustments that would apply to all of the scenes you will need a preview light and environment for." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:242 +msgid "Cameras" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:244 +msgid "No matter how many objects are placed in the 3D space, nothing will be displayed unless a :ref:`Camera3D ` is also added to the scene. Cameras can work in either orthogonal or perspective projections:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:251 msgid "Cameras are associated with (and only display to) a parent or grandparent viewport. Since the root of the scene tree is a viewport, cameras will display on it by default, but if sub-viewports (either as render target or picture-in-picture) are desired, they need their own children cameras to display." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:252 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:259 msgid "When dealing with multiple cameras, the following rules are enforced for each viewport:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:255 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:262 msgid "If no cameras are present in the scene tree, the first one that enters it will become the active camera. Further cameras entering the scene will be ignored (unless they are set as *current*)." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:258 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:265 msgid "If a camera has the \"*current*\" property set, it will be used regardless of any other camera in the scene. If the property is set, it will become active, replacing the previous camera." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:261 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:268 msgid "If an active camera leaves the scene tree, the first camera in tree-order will take its place." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:265 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:272 msgid "Lights" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:267 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:274 msgid "The background environment emits some ambient light which appears on surfaces. Still, without any light sources placed in the scene, the scene will appear quite dark unless the background environment is very bright." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:271 +#: ../../docs/tutorials/3d/introduction_to_3d.rst:278 msgid "Most outdoor scenes have a directional light (the sun or moon), while indoor scenes typically have several positional lights (lamps, torches, …). See :ref:`doc_lights_and_shadows` for more information on setting up lights in Godot." msgstr "" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 38ac8a47a5..2e6f5db218 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/mesh_lod.pot b/sphinx/templates/tutorials/3d/mesh_lod.pot index 08550b8ec0..c519a3de0f 100644 --- a/sphinx/templates/tutorials/3d/mesh_lod.pot +++ b/sphinx/templates/tutorials/3d/mesh_lod.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -72,6 +72,7 @@ msgstr "" msgid "Here is an example of LOD meshes generated on import. Lower detailed meshes will be used when the camera is far away from the object:" msgstr "" +#: ../../docs/tutorials/3d/mesh_lod.rst:52 #: ../../docs/tutorials/3d/mesh_lod.rst:52 msgid "From most detailed (left) to least detailed (right), shaded view" msgstr "" @@ -80,6 +81,7 @@ msgstr "" msgid "Here's the same image with wireframe rendering to make the decimation easier to see:" msgstr "" +#: ../../docs/tutorials/3d/mesh_lod.rst:60 #: ../../docs/tutorials/3d/mesh_lod.rst:60 msgid "From most detailed (left) to least detailed (right), wireframe view" msgstr "" @@ -104,6 +106,7 @@ msgstr "" msgid "To make an OBJ file have mesh LOD generated for it, select it in the FileSystem dock, go to the Import dock, change its **Import As** option to **Scene** then click **Reimport**:" msgstr "" +#: ../../docs/tutorials/3d/mesh_lod.rst:88 #: ../../docs/tutorials/3d/mesh_lod.rst:88 msgid "Changing the import type on an OBJ file in the Import dock" msgstr "" @@ -132,6 +135,7 @@ msgstr "" msgid "To disable mesh LOD in the editor for comparison purposes, use the **Disable Mesh LOD** advanced debug draw mode. This can be done using the menu in the top-left corner of the 3D viewport (labeled **Perspective** or **Orthogonal** depending on camera mode):" msgstr "" +#: ../../docs/tutorials/3d/mesh_lod.rst:118 #: ../../docs/tutorials/3d/mesh_lod.rst:118 msgid "Disabling mesh LOD in the 3D viewport's top-left menu" msgstr "" diff --git a/sphinx/templates/tutorials/3d/occlusion_culling.pot b/sphinx/templates/tutorials/3d/occlusion_culling.pot index 540195e606..70a0f465ab 100644 --- a/sphinx/templates/tutorials/3d/occlusion_culling.pot +++ b/sphinx/templates/tutorials/3d/occlusion_culling.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -52,6 +52,7 @@ msgstr "" msgid "In this example scene with hundreds of rooms stacked next to each other, a dynamic object (red sphere) is hidden behind the wall in the lit room (on the left of the door):" msgstr "" +#: ../../docs/tutorials/3d/occlusion_culling.rst:31 #: ../../docs/tutorials/3d/occlusion_culling.rst:31 msgid "Example scene with an occlusion culling-friendly layout" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/attractors.pot b/sphinx/templates/tutorials/3d/particles/attractors.pot index 998f602aa9..a9bfcf550e 100644 --- a/sphinx/templates/tutorials/3d/particles/attractors.pot +++ b/sphinx/templates/tutorials/3d/particles/attractors.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "3D Particle attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:-1 +#: ../../docs/tutorials/3d/particles/attractors.rst:None msgid "Particle attractors" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/collision.pot b/sphinx/templates/tutorials/3d/particles/collision.pot index 00a19d39d1..69b4fe8f9b 100644 --- a/sphinx/templates/tutorials/3d/particles/collision.pot +++ b/sphinx/templates/tutorials/3d/particles/collision.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "3D Particle collisions" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:-1 +#: ../../docs/tutorials/3d/particles/collision.rst:None msgid "Particle collisions" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/complex_shapes.pot b/sphinx/templates/tutorials/3d/particles/complex_shapes.pot index e3bcfd31ef..7ca5d3a563 100644 --- a/sphinx/templates/tutorials/3d/particles/complex_shapes.pot +++ b/sphinx/templates/tutorials/3d/particles/complex_shapes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,8 +16,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:-1 #: ../../docs/tutorials/3d/particles/complex_shapes.rst:4 +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:None msgid "Complex emission shapes" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot b/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot index 07f03f732a..1159957b19 100644 --- a/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot +++ b/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -117,7 +117,7 @@ msgid "You also lose the following properties:" msgstr "" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:89 -msgid "``Ammount Ratio``" +msgid "``Amount Ratio``" msgstr "" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:90 diff --git a/sphinx/templates/tutorials/3d/particles/index.pot b/sphinx/templates/tutorials/3d/particles/index.pot index eb4ea21433..f3a60c5277 100644 --- a/sphinx/templates/tutorials/3d/particles/index.pot +++ b/sphinx/templates/tutorials/3d/particles/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,83 +16,83 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/particles/index.rst:4 +#: ../../docs/tutorials/3d/particles/index.rst:6 msgid "Particle systems (3D)" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:6 +#: ../../docs/tutorials/3d/particles/index.rst:8 msgid "This section of the tutorial covers (3D) GPU-accelerated particle systems. Most of the things discussed here apply to CPU particles as well." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:10 +#: ../../docs/tutorials/3d/particles/index.rst:12 msgid "Introduction" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:12 +#: ../../docs/tutorials/3d/particles/index.rst:14 msgid "You can use particle systems to simulate complex physical effects like fire, sparks, smoke, magical effects, and many more. They are very well suited for creating dynamic and organic behavior and adding \"life\" to your scenes." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:16 +#: ../../docs/tutorials/3d/particles/index.rst:18 msgid "The idea is that a particle is emitted at a fixed interval and with a fixed lifetime. During its lifetime, every particle will have the same base behavior. What makes each particle different from the others and creates the organic look is the randomness that you can add to most of its parameters and behaviors." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:21 +#: ../../docs/tutorials/3d/particles/index.rst:23 msgid "Every particle system you create in Godot consists of two main parts: particles and emitters." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:24 +#: ../../docs/tutorials/3d/particles/index.rst:26 msgid "Particles" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:26 +#: ../../docs/tutorials/3d/particles/index.rst:28 msgid "A particle is the visible part of a particle system. It's what you see on the screen when a particle system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical effect. You can have anywhere between a couple hundred and tens of thousands of particles in a single system. You can randomize a particle's size, its speed and movement direction, and change its color over the course of its lifetime. When you think of a fire, you can think of all the little embers flying away from it as individual particles." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:34 +#: ../../docs/tutorials/3d/particles/index.rst:36 msgid "Emitters" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:36 +#: ../../docs/tutorials/3d/particles/index.rst:38 msgid "An emitter is what's creating the particles. Emitters are usually not visible, but they can have a shape. That shape controls where and how particles are spawned, for example whether they should fill a room like dust or shoot away from a single point like a fountain. Going back to the fire example, an emitter would be the heat at the center of the fire that creates the embers and the flames." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:42 +#: ../../docs/tutorials/3d/particles/index.rst:44 msgid "Node overview" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:48 +#: ../../docs/tutorials/3d/particles/index.rst:50 msgid "A list of nodes related to 3D particles" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:48 +#: ../../docs/tutorials/3d/particles/index.rst:50 msgid "All 3D particle nodes available in Godot" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:50 +#: ../../docs/tutorials/3d/particles/index.rst:52 msgid "There are two types of 3D particle systems in Godot: :ref:`class_GPUParticles3D`, which are processed on the GPU, and :ref:`class_CPUParticles3D`, which are processed on the CPU." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:53 +#: ../../docs/tutorials/3d/particles/index.rst:55 msgid "CPU particle systems are less flexible than their GPU counterpart, but they work on a wider range of hardware and provide better support for older devices and mobile phones. Because they are processed on the CPU, they are not as performant as GPU particle systems and can't render as many individual particles. In addition they currently do not have all the available options GPU particles have for control." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:58 +#: ../../docs/tutorials/3d/particles/index.rst:60 msgid "GPU particle systems run on the GPU and can render hundreds of thousands of particles on modern hardware. You can write custom particle shaders for them, which makes them very flexible. You can also make them interact with the environment by using attractor and collision nodes." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:62 +#: ../../docs/tutorials/3d/particles/index.rst:64 msgid "There are three particle attractor nodes: :ref:`class_GPUParticlesAttractorBox3D`, :ref:`class_GPUParticlesAttractorSphere3D`, and :ref:`class_GPUParticlesAttractorVectorField3D`. An attractor node applies a force to all particles in its reach and pulls them closer or pushes them away based on the direction of that force." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:66 +#: ../../docs/tutorials/3d/particles/index.rst:68 msgid "There are several particle collision nodes. :ref:`class_GPUParticlesCollisionBox3D` and :ref:`class_GPUParticlesCollisionSphere3D` are the simple ones. You can use them to create basic shapes like boxes, a floor, or a wall that particles collide with. The other two nodes provide more complex collision behavior. The :ref:`class_GPUParticlesCollisionSDF3D` is useful when you want indoor scenes to collide with particles without having to create all the individual box and sphere colliders by hand. If you want particles to collide with large outdoor scenes, you would use the :ref:`class_GPUParticlesCollisionHeightField3D` node. It creates a heightmap of your world and the objects in it and uses that for large-scale particle collisions." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:77 +#: ../../docs/tutorials/3d/particles/index.rst:79 msgid "Basic usage" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:88 +#: ../../docs/tutorials/3d/particles/index.rst:90 msgid "Advanced topics" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/process_material_properties.pot b/sphinx/templates/tutorials/3d/particles/process_material_properties.pot index 150e3cc322..6d6ea77cde 100644 --- a/sphinx/templates/tutorials/3d/particles/process_material_properties.pot +++ b/sphinx/templates/tutorials/3d/particles/process_material_properties.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -224,6 +224,7 @@ msgstr "" msgid "Tangential acceleration" msgstr "" +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:213 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:213 msgid "Tangents on a circle" msgstr "" @@ -240,6 +241,7 @@ msgstr "" msgid "A tangent to a circle is a straight line that \"touches\" the circle in a right angle to the circle's radius at the touch point. A circle on the particle system's XZ-plane is the circle that you see when you look straight down at the particle system from above." msgstr "" +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:229 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:229 msgid "Tangential acceleration from above" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/properties.pot b/sphinx/templates/tutorials/3d/particles/properties.pot index 401b7f6152..8e69553d00 100644 --- a/sphinx/templates/tutorials/3d/particles/properties.pot +++ b/sphinx/templates/tutorials/3d/particles/properties.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "The ``Amount`` property controls the maximum number of particles visible msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:19 -msgid "The ``Amount Ratio`` property is the radio of particles compared to the ammount that will be emitted. If it's less than ``1.0`` the ammount of particles emitted through the lifetime will be the ``Ammount`` * ``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't cause the particle system to restart. It's useful for making effects where the number of emitted particles varies over time." +msgid "The ``Amount Ratio`` property is the ratio of particles compared to the amount that will be emitted. If it's less than ``1.0``, the amount of particles emitted through the lifetime will be the ``Amount`` * ``Amount Ratio``. Changing this value while emitted doesn't affect already created particles and doesn't cause the particle system to restart. It's useful for making effects where the number of emitted particles varies over time." msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:25 @@ -124,7 +124,7 @@ msgstr "" msgid "Drawing properties" msgstr "" -#: ../../docs/tutorials/3d/particles/properties.rst:-1 +#: ../../docs/tutorials/3d/particles/properties.rst:None msgid "Particle drawing properties" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/subemitters.pot b/sphinx/templates/tutorials/3d/particles/subemitters.pot index b71b9c941c..9ef4ae59e2 100644 --- a/sphinx/templates/tutorials/3d/particles/subemitters.pot +++ b/sphinx/templates/tutorials/3d/particles/subemitters.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "Particle sub-emitters" msgstr "" -#: ../../docs/tutorials/3d/particles/subemitters.rst:-1 +#: ../../docs/tutorials/3d/particles/subemitters.rst:None msgid "Chained sub-emitters" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/trails.pot b/sphinx/templates/tutorials/3d/particles/trails.pot index c8b51c42dd..3bb59a7a65 100644 --- a/sphinx/templates/tutorials/3d/particles/trails.pot +++ b/sphinx/templates/tutorials/3d/particles/trails.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -20,7 +20,7 @@ msgstr "" msgid "3D Particle trails" msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:-1 +#: ../../docs/tutorials/3d/particles/trails.rst:None msgid "Particle trails" msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/turbulence.pot b/sphinx/templates/tutorials/3d/particles/turbulence.pot index 1862fef4b8..bc8a26df6c 100644 --- a/sphinx/templates/tutorials/3d/particles/turbulence.pot +++ b/sphinx/templates/tutorials/3d/particles/turbulence.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,8 +16,8 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/particles/turbulence.rst:-1 #: ../../docs/tutorials/3d/particles/turbulence.rst:4 +#: ../../docs/tutorials/3d/particles/turbulence.rst:None msgid "Particle turbulence" msgstr "" diff --git a/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot b/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot index 60ee92a4ac..c06c6c8d95 100644 --- a/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot +++ b/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -228,6 +228,7 @@ msgstr "" msgid "The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the sun is between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the sun ranges to around 1850 Kelvin." msgstr "" +#: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:210 #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:210 msgid "Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)" msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot index f47a3a9dc8..f488857e0a 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -158,70 +158,70 @@ msgid ":ref:`PackedInt32Array `" msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:70 -msgid "In most cases when creating a mesh, we define it by its vertex positions. So usually, the array of vertices (at index 0) is required, while the index array (at index 12) is optional and will only be used if included. It is also possible to create a mesh with only the index array and no vertex array, but that's beyond the scope of this tutorial. In fact, we won't use the index array at all." +msgid "In most cases when creating a mesh, we define it by its vertex positions. So usually, the array of vertices (at index 0) is required, while the index array (at index 12) is optional and will only be used if included. It is also possible to create a mesh with only the index array and no vertex array, but that's beyond the scope of this tutorial." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:74 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:73 msgid "All the other arrays carry information about the vertices. They are optional and will only be used if included. Some of these arrays (e.g. ``ARRAY_COLOR``) use one entry per vertex to provide extra information about vertices. They must have the same size as the vertex array. Other arrays (e.g. ``ARRAY_TANGENT``) use four entries to describe a single vertex. These must be exactly four times larger than the vertex array." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:78 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:77 msgid "For normal usage, the last three parameters in :ref:`add_surface_from_arrays() ` are typically left empty." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:81 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:80 msgid "Setting up the ArrayMesh" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:83 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:82 msgid "In the editor, create a :ref:`MeshInstance3D ` and add an :ref:`ArrayMesh ` to it in the Inspector. Normally, adding an ArrayMesh in the editor is not useful, but in this case it allows us to access the ArrayMesh from code without creating one." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:87 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:86 msgid "Next, add a script to the MeshInstance3D." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:89 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:88 msgid "Under ``_ready()``, create a new Array." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:100 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:99 msgid "This will be the array that we keep our surface information in - it will hold all the arrays of data that the surface needs. Godot will expect it to be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:115 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:114 msgid "Next create the arrays for each data type you will use." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:132 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:131 msgid "Once you have filled your data arrays with your geometry you can create a mesh by adding each array to ``surface_array`` and then committing to the mesh." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:160 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:159 msgid "In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any primitive type available from mesh." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:163 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:162 msgid "Put together, the full code looks like:" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:230 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:229 msgid "The code that goes in the middle can be whatever you want. Below we will present some example code for generating a sphere." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:234 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:233 msgid "Generating geometry" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:236 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:235 msgid "Here is sample code for generating a sphere. Although the code is presented in GDScript, there is nothing Godot specific about the approach to generating it. This implementation has nothing in particular to do with ArrayMeshes and is just a generic approach to generating a sphere. If you are having trouble understanding it or want to learn more about procedural geometry in general, you can use any tutorial that you find online." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:351 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:350 msgid "Saving" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:353 +#: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:352 msgid "Finally, we can use the :ref:`ResourceSaver ` class to save the ArrayMesh. This is useful when you want to generate a mesh and then use it later without having to re-generate it." msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot b/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot index 23747ec8d4..16bd42f33f 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -57,7 +57,7 @@ msgid "The example code below draws a single triangle in the ``_ready()`` functi msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/immediatemesh.rst:78 -msgid "The ImmediateMesh can also be used across frames. Each time you call ``surface_begin()`` and ``surface_end()``, you are adding a new surface to the ImmediateMesh. If you want to recreate the mesh from scratch each frame, call ``surface_clear()`` before calling ``surface_begin()``." +msgid "The ImmediateMesh can also be used across frames. Each time you call ``surface_begin()`` and ``surface_end()``, you are adding a new surface to the ImmediateMesh. If you want to recreate the mesh from scratch each frame, call ``clear_surfaces()`` before calling ``surface_begin()``." msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/immediatemesh.rst:101 diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/index.pot b/sphinx/templates/tutorials/3d/procedural_geometry/index.pot index 617beab40d..a854dd5c25 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/index.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,151 +16,151 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:4 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:6 msgid "Procedural geometry" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:6 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:8 msgid "There are many ways to procedurally generate geometry in Godot. In this tutorial series, we will explore a few of them. Each technique has its own benefits and drawbacks, so it is best to understand each one and how it can be useful in a given situation." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:21 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:23 msgid "All the procedural geometry generation methods described here run on the CPU. Godot doesn't support generating geometry on the GPU yet." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:25 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:27 msgid "What is geometry?" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:27 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:29 msgid "Geometry is a fancy way of saying shape. In computer graphics, geometry is typically represented by an array of positions called \"vertices\". In Godot, geometry is represented by Meshes." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:31 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:33 msgid "What is a Mesh?" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:33 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:35 msgid "Many things in Godot have mesh in their name: the :ref:`Mesh `, the :ref:`ArrayMesh `, the :ref:`ImmediateMesh `, the :ref:`MeshInstance3D `, the :ref:`MultiMesh `, and the :ref:`MultiMeshInstance3D `. While they are all related, they have slightly different uses." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:40 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:42 msgid "Meshes and ArrayMeshes are resources that are drawn using a MeshInstance3D node. Resources like Meshes and ArrayMeshes cannot be added to the scene directly. A MeshInstance3D represents one instance of a mesh in your scene. You can reuse a single mesh in multiple MeshInstance3Ds to draw it in different parts of your scene with different materials or transformations (scale, rotation, position etc.)." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:46 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:48 msgid "If you are going to draw the same object many times, it can be helpful to use a MultiMesh with a MultiMeshInstance3D. MultiMeshInstance3Ds draw meshes thousands of times very cheaply by taking advantage of hardware instancing. The drawback with using a MultiMeshInstance3D is that each of your mesh's surfaces are limited to one material for all instances. It uses an instance array to store different colors and transformations for each instance, but all the instances of each surface use the same material." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:54 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:56 msgid "What a Mesh is" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:56 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:58 msgid "A Mesh is composed of one or more surfaces. A surface is an array composed of multiple sub-arrays containing vertices, normals, UVs, etc. Normally the process of constructing surfaces and meshes is hidden from the user in the :ref:`RenderingServer `, but with ArrayMeshes, the user can construct a Mesh manually by passing in an array containing the surface information." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:62 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:64 msgid "Surfaces" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:64 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:66 msgid "Each surface has its own material. Alternatively, you can override the material for all surfaces in the Mesh when you use a MeshInstance3D using the :ref:`material_override ` property." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:68 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:70 msgid "Surface array" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:70 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:72 msgid "The surface array is an array of length ``ArrayMesh.ARRAY_MAX``. Each position in the array is filled with a sub-array containing per-vertex information. For example, the array located at ``ArrayMesh.ARRAY_NORMAL`` is a :ref:`PackedVector3Array ` of vertex normals. See :ref:`Mesh.ArrayType ` for more information." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:75 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:77 msgid "The surface array can be indexed or non-indexed. Creating a non-indexed array is as easy as not assigning an array at the index ``ArrayMesh.ARRAY_INDEX``. A non-indexed array stores unique vertex information for every triangle, meaning that when two triangles share a vertex, the vertex is duplicated in the array. An indexed surface array only stores vertex information for each unique vertex and then also stores an array of indices which maps out how to construct the triangles from the vertex array. In general, using an indexed array is faster, but it means you have to share vertex data between triangles, which is not always desired (e.g. when you want per-face normals)." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:84 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:86 msgid "Tools" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:86 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:88 msgid "Godot provides different ways of accessing and working with geometry. More information on each will be provided in the following tutorials." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:90 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:92 msgid "ArrayMesh" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:92 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:94 msgid "The ArrayMesh resource extends Mesh to add a few different quality of life functions and, most importantly, the ability to construct a Mesh surface through scripting." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:95 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:97 msgid "For more information about the ArrayMesh, please see the :ref:`ArrayMesh tutorial `." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:98 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:100 msgid "MeshDataTool" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:100 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:102 msgid "The MeshDataTool is a resource that converts Mesh data into arrays of vertices, faces, and edges that can be modified at runtime." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:103 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:105 msgid "For more information about the MeshDataTool, please see the :ref:`MeshDataTool tutorial `." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:106 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:108 msgid "SurfaceTool" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:108 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:110 msgid "The SurfaceTool allows the creation of Meshes using an OpenGL 1.x immediate mode style interface." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:110 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:112 msgid "For more information about the SurfaceTool, please see the :ref:`SurfaceTool tutorial `." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:113 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:115 msgid "ImmediateMesh" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:115 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:117 msgid "ImmediateMesh is a mesh that uses an immediate mode style interface (like SurfaceTool) to draw objects. The difference between ImmediateMesh and the SurfaceTool is that ImmediateMesh is drawn directly with code dynamically, while the SurfaceTool is used to generate a Mesh that you can do whatever you want with." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:121 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:123 msgid "ImmediateMesh is useful for prototyping because of its straightforward API, but it is slow because the geometry is rebuilt each time you make a change. It is most useful for adding simple geometry for visual debugging (e.g. by drawing lines to visualize physics raycasts etc.)." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:126 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:128 msgid "For more information about ImmediateMesh, please see the :ref:`ImmediateMesh tutorial `." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:129 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:131 msgid "Which one should I use?" msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:131 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:133 msgid "Which approach you use depends on what you are trying to do and what kind of procedure you are comfortable with." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:133 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:135 msgid "Both SurfaceTool and ArrayMesh are excellent for generating static geometry (meshes) that don't change over time." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:135 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:137 msgid "Using an ArrayMesh is slightly faster than using a SurfaceTool, but the API is a little more challenging. Additionally, SurfaceTool has a few quality of life methods such as ``generate_normals()`` and ``index()``." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:138 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:140 msgid "ImmediateMesh is more limited than both ArrayMesh and SurfaceTool. However, if you need the geometry to change every frame anyway, it provides a much easier interface that can be slightly faster than generating an ArrayMesh every frame." msgstr "" -#: ../../docs/tutorials/3d/procedural_geometry/index.rst:142 +#: ../../docs/tutorials/3d/procedural_geometry/index.rst:144 msgid "The MeshDataTool is not fast, but it gives you access to all kinds of properties of the mesh that you don't get with the others (edges, faces, etc.). It is incredibly useful when you need that sort of data to transform the mesh, but it is not a good idea to use it if that extra information is not needed. The MeshDataTool is best used if you are going to be using an algorithm that requires access to the face or edge array." msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot index 13a0ef0bde..52ca8a1ee6 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot index b80434f747..81879a214c 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/resolution_scaling.pot b/sphinx/templates/tutorials/3d/resolution_scaling.pot index 1dba91bbac..87f9eebac4 100644 --- a/sphinx/templates/tutorials/3d/resolution_scaling.pot +++ b/sphinx/templates/tutorials/3d/resolution_scaling.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/standard_material_3d.pot b/sphinx/templates/tutorials/3d/standard_material_3d.pot index fcc6709bb1..cd90cefc60 100644 --- a/sphinx/templates/tutorials/3d/standard_material_3d.pot +++ b/sphinx/templates/tutorials/3d/standard_material_3d.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -521,7 +521,7 @@ msgid "Back Lighting" msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:480 -#: ../../docs/tutorials/3d/standard_material_3d.rst:679 +#: ../../docs/tutorials/3d/standard_material_3d.rst:685 msgid "This controls how much light from the lit side (visible to light) is transferred to the dark side (opposite from the light). This works well for thin objects such as plant leaves, grass, human ears, etc." msgstr "" @@ -538,258 +538,278 @@ msgid "Remember to use a transparent albedo texture (or reduce the albedo color' msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:495 +msgid "Refraction also takes the material roughness into account. Higher roughness values will make the objects behind the refraction look blurrier, which simulates real life behavior. If you can't see behind the object when refraction is enabled and albedo transparency is reduced, decrease the material's **Roughness** value." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:501 msgid "A normal map can optionally be specified in the **Refraction Texture** property to allow distorting the refraction's direction on a per-pixel basis." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:502 +#: ../../docs/tutorials/3d/standard_material_3d.rst:508 msgid "Refraction is implemented as a screen-space effect and forces the material to be transparent. This makes the effect relatively fast, but this results in some limitations:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:506 +#: ../../docs/tutorials/3d/standard_material_3d.rst:512 msgid ":ref:`Transparency sorting ` issues may occur." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:508 +#: ../../docs/tutorials/3d/standard_material_3d.rst:514 msgid "The refractive material cannot refract onto itself, or onto other transparent materials. A refractive material behind another transparent material will be invisible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:511 +#: ../../docs/tutorials/3d/standard_material_3d.rst:517 msgid "Off-screen objects cannot appear in the refraction. This is most noticeable with high refraction strength values." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:513 +#: ../../docs/tutorials/3d/standard_material_3d.rst:519 msgid "Opaque materials in front of the refractive material will appear to have \"refracted\" edges, even though they shouldn't." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:517 +#: ../../docs/tutorials/3d/standard_material_3d.rst:523 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:519 +#: ../../docs/tutorials/3d/standard_material_3d.rst:525 msgid "Godot allows using secondary albedo and normal maps to generate a detail texture, which can be blended in many ways. By combining this with secondary UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:525 +#: ../../docs/tutorials/3d/standard_material_3d.rst:531 msgid "There are several settings that control how detail is used." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:527 +#: ../../docs/tutorials/3d/standard_material_3d.rst:533 msgid "Mask: The detail mask is a black and white image used to control where the blending takes place on a texture. White is for the detail textures, Black is for the regular material textures, different shades of gray are for partial blending of the material textures and detail textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:532 +#: ../../docs/tutorials/3d/standard_material_3d.rst:538 msgid "Blend Mode: These four modes control how the textures are blended together." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:534 +#: ../../docs/tutorials/3d/standard_material_3d.rst:540 msgid "Mix: Combines pixel values of both textures. At black, only show the material texture, at white, only show the detail texture. Values of gray create a smooth blend between the two." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:538 +#: ../../docs/tutorials/3d/standard_material_3d.rst:544 msgid "Add: Adds pixel values of one Texture with the other. Unlike mix mode both textures are completely mixed at white parts of a mask and not at gray parts. The original texture is mostly unchanged at black" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:542 +#: ../../docs/tutorials/3d/standard_material_3d.rst:548 msgid "Sub: Subtracts pixel values of one texture with the other. The second texture is completely subtracted at white parts of a mask with only a little subtraction in black parts, gray parts being different levels of subtraction based on the exact texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:547 +#: ../../docs/tutorials/3d/standard_material_3d.rst:553 msgid "Mul: Multiplies the RGB channel numbers for each pixel from the top texture with the values for the corresponding pixel from the bottom texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:550 +#: ../../docs/tutorials/3d/standard_material_3d.rst:556 msgid "Albedo: This is where you put an albedo texture you want to blend. If nothing is in this slot it will be interpreted as white by default." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:553 +#: ../../docs/tutorials/3d/standard_material_3d.rst:559 msgid "Normal: This is where you put a normal texture you want to blend. If nothing is in this slot it will be interpreted as a flat normal map. This can still be used even if the material does not have normal map enabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:558 +#: ../../docs/tutorials/3d/standard_material_3d.rst:564 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:560 +#: ../../docs/tutorials/3d/standard_material_3d.rst:566 msgid "Godot supports two UV channels per material. Secondary UV is often useful for ambient occlusion or emission (baked light). UVs can be scaled and offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:567 +#: ../../docs/tutorials/3d/standard_material_3d.rst:573 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:569 +#: ../../docs/tutorials/3d/standard_material_3d.rst:575 msgid "Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, sometimes called \"Autotexture\". Textures are sampled in X, Y and Z and blended by the normal. Triplanar mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:574 +#: ../../docs/tutorials/3d/standard_material_3d.rst:580 msgid "In the image below, you can see how all primitives share the same material with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:580 +#: ../../docs/tutorials/3d/standard_material_3d.rst:586 msgid "World Triplanar" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:582 +#: ../../docs/tutorials/3d/standard_material_3d.rst:588 msgid "When using triplanar mapping, it is computed in object local space. This option makes it use world space instead." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:588 +#: ../../docs/tutorials/3d/standard_material_3d.rst:594 msgid "Sampling" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:591 +#: ../../docs/tutorials/3d/standard_material_3d.rst:597 msgid "Filter" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:593 +#: ../../docs/tutorials/3d/standard_material_3d.rst:599 msgid "The filtering method for the textures used by the material. See :ref:`this page` for a full list of options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:597 +#: ../../docs/tutorials/3d/standard_material_3d.rst:603 msgid "Repeat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:599 +#: ../../docs/tutorials/3d/standard_material_3d.rst:605 msgid "if the textures used by the material repeat, and how they repeat. See :ref:`this page` for a full list of options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:603 +#: ../../docs/tutorials/3d/standard_material_3d.rst:609 msgid "Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:606 +#: ../../docs/tutorials/3d/standard_material_3d.rst:612 msgid "Do Not Receive Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:608 +#: ../../docs/tutorials/3d/standard_material_3d.rst:614 msgid "Makes the object not receive any kind of shadow that would otherwise be cast onto it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:612 +#: ../../docs/tutorials/3d/standard_material_3d.rst:618 msgid "Use Shadow to Opacity" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:614 +#: ../../docs/tutorials/3d/standard_material_3d.rst:620 msgid "Lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:618 +#: ../../docs/tutorials/3d/standard_material_3d.rst:624 msgid "Billboard" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:621 +#: ../../docs/tutorials/3d/standard_material_3d.rst:627 msgid "Billboard Mode" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:623 +#: ../../docs/tutorials/3d/standard_material_3d.rst:629 msgid "Enables billboard mode for drawing materials. This controls how the object faces the camera:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:626 +#: ../../docs/tutorials/3d/standard_material_3d.rst:632 msgid "**Disabled:** Billboard mode is disabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:627 +#: ../../docs/tutorials/3d/standard_material_3d.rst:633 msgid "**Enabled:** Billboard mode is enabled. The object's -Z axis will always face the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:629 +#: ../../docs/tutorials/3d/standard_material_3d.rst:635 msgid "**Y-Billboard:** The object's X axis will always be aligned with the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:630 +#: ../../docs/tutorials/3d/standard_material_3d.rst:636 msgid "**Particle Billboard:** Most suited for particle systems, because it allows specifying :ref:`flipbook animation `." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:635 +#: ../../docs/tutorials/3d/standard_material_3d.rst:641 msgid "The **Particles Anim** section is only visible when the billboard mode is **Particle Billboard**." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:638 +#: ../../docs/tutorials/3d/standard_material_3d.rst:644 msgid "Billboard Keep Scale" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:640 +#: ../../docs/tutorials/3d/standard_material_3d.rst:646 msgid "Enables scaling a mesh in billboard mode." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:643 +#: ../../docs/tutorials/3d/standard_material_3d.rst:649 msgid "Grow" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:645 +#: ../../docs/tutorials/3d/standard_material_3d.rst:651 msgid "Grows the object vertices in the direction pointed by their normals:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:649 +#: ../../docs/tutorials/3d/standard_material_3d.rst:655 msgid "This is commonly used to create cheap outlines. Add a second material pass, make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:655 +#: ../../docs/tutorials/3d/standard_material_3d.rst:661 msgid "Transform" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:658 +#: ../../docs/tutorials/3d/standard_material_3d.rst:664 msgid "Fixed Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:660 +#: ../../docs/tutorials/3d/standard_material_3d.rst:666 msgid "This causes the object to be rendered at the same size no matter the distance. This is useful mostly for indicators (no depth test and high render priority) and some types of billboards." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:665 +#: ../../docs/tutorials/3d/standard_material_3d.rst:671 msgid "Use Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:667 +#: ../../docs/tutorials/3d/standard_material_3d.rst:673 msgid "This option is only effective when the geometry rendered is made of points (generally it's made of triangles when imported from 3D modeling software). If so, then those points can be resized (see below)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:672 +#: ../../docs/tutorials/3d/standard_material_3d.rst:678 msgid "Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:674 +#: ../../docs/tutorials/3d/standard_material_3d.rst:680 msgid "When drawing points, specify the point size in pixels." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:677 +#: ../../docs/tutorials/3d/standard_material_3d.rst:683 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:686 +#: ../../docs/tutorials/3d/standard_material_3d.rst:692 msgid "Proximity and Distance Fade" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:688 +#: ../../docs/tutorials/3d/standard_material_3d.rst:694 msgid "Godot allows materials to fade by proximity to each other as well as depending on the distance from the viewer. Proximity fade is useful for effects such as soft particles or a mass of water with a smooth blending to the shores." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:694 +#: ../../docs/tutorials/3d/standard_material_3d.rst:700 msgid "Distance fade is useful for light shafts or indicators that are only present after a given distance." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:697 -msgid "Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode enables alpha blending. Alpha blending is more GPU-intensive and can cause transparency sorting issues. Alpha blending also disables many material features such as the ability to cast shadows. To hide a character when they get too close to the camera, consider using **Pixel Dither** or better, **Object Dither** (which is even faster than **Pixel Dither**)." +#: ../../docs/tutorials/3d/standard_material_3d.rst:703 +msgid "Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode enables alpha blending. Alpha blending is more GPU-intensive and can cause transparency sorting issues. Alpha blending also disables many material features such as the ability to cast shadows." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:706 +#: ../../docs/tutorials/3d/standard_material_3d.rst:710 +msgid "To hide a character when they get too close to the camera, consider using **Pixel Dither** or better, **Object Dither** (which is even faster than **Pixel Dither**)." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:714 +msgid "**Pixel Alpha** mode: The actual transparency of a pixel of the object changes with distance to the camera. This is the most effect, but forces the material into the transparency pipeline (which leads, for example, to no shadows)." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:720 +msgid "**Pixel Dither** mode: What this does is sort of approximate the transparency by only having a fraction of the pixels rendered." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:725 +msgid "**Object Dither** mode: Like the previous mode, but the calculated transparency is the same across the entire object's surface." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:731 msgid "Material Settings" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:709 +#: ../../docs/tutorials/3d/standard_material_3d.rst:734 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:711 +#: ../../docs/tutorials/3d/standard_material_3d.rst:736 msgid "The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:716 +#: ../../docs/tutorials/3d/standard_material_3d.rst:741 msgid "Next Pass" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:718 +#: ../../docs/tutorials/3d/standard_material_3d.rst:743 msgid "Sets the material to be used for the next pass. This renders the object again with a different material." msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_decals.pot b/sphinx/templates/tutorials/3d/using_decals.pot index c9157c1ee4..bdf1baaf87 100644 --- a/sphinx/templates/tutorials/3d/using_decals.pot +++ b/sphinx/templates/tutorials/3d/using_decals.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -76,6 +76,7 @@ msgstr "" msgid "Since decals can inject their own :abbr:`PBR (Physically-Based Rendering)` properties on top of the projected surfaces, they can also be used to create footprints or wet puddles." msgstr "" +#: ../../docs/tutorials/3d/using_decals.rst:58 #: ../../docs/tutorials/3d/using_decals.rst:58 msgid "Dirt added on top of level geometry using decals" msgstr "" @@ -108,6 +109,7 @@ msgstr "" msgid "Even with real-time lighting, blob shadows can still be useful as a form of ambient occlusion for situations where SSAO is too expensive or too unstable due to its screen-space nature. For example, vehicles' underside shadows are well-represented using blob shadows." msgstr "" +#: ../../docs/tutorials/3d/using_decals.rst:93 #: ../../docs/tutorials/3d/using_decals.rst:93 msgid "Blob shadow under object comparison" msgstr "" @@ -221,42 +223,63 @@ msgid "**Cull Mask:** Specifies which VisualInstance3D layers this decal will pr msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:196 -msgid "Tweaking performance and quality" +msgid "Decal rendering order" msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:198 -msgid "Decal rendering performance is mostly determined by their screen coverage, but also their number. In general, a few large decals that cover up most of the screen will be more expensive to render than many small decals that are scattered around." +msgid "By default, decals are ordered based on the size of their :abbr:`AABB (Axis-Aligned Bounding Box)` and the distance to the camera. AABBs that are closer to the camera are rendered first, which means that decal rendering order can sometimes appear to change depending on camera position if some decals are positioned at the same location." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:203 -msgid "To improve rendering performance, you can enable the **Distance Fade** property as described above. This will make distant decals fade out when they are far away from the camera (and may have little to no impact on the final scene rendering). Using node groups, you can also prevent non-essential decorative decals from spawning based on user configuration." +#: ../../docs/tutorials/3d/using_decals.rst:204 +msgid "To resolve this, you can adjust the **Sorting Offset** property in the VisualInstance3D section of the Decal node inspector. This offset is not a strict priority order, but a *guideline* that the renderer will use as the AABB size still affects how decal sorting works. Therefore, higher values will *always* result in the decal being drawn above other decals with a lower sorting offset." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:209 -msgid "The way decals are rendered also has an impact on performance. The **Rendering > Textures > Decals > Filter** advanced project setting lets you control how decal textures should be filtered. **Nearest/Linear** does not use mipmaps. However, decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look smoother at a distance, but decals will look blurry when viewed from oblique angles. This can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality but is also slower to render." +#: ../../docs/tutorials/3d/using_decals.rst:211 +msgid "If you want to ensure a decal is always rendered on top of other decals, you need to set its **Sorting Offset** property to a positive value greater than the AABB length of the largest decal that may overlap it. To make this decal drawn behind other decals instead, set the **Sorting Offset** to the same negative value." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:217 -msgid "If your project has a pixel art style, consider setting the filter to one of the **Nearest** values so that decals use nearest-neighbor filtering. Otherwise, stick to **Linear**." -msgstr "" - -#: ../../docs/tutorials/3d/using_decals.rst:222 -msgid "Limitations" +#: ../../docs/tutorials/3d/using_decals.rst:221 +#: ../../docs/tutorials/3d/using_decals.rst:221 +msgid "VisualInstance3D Sorting Offset comparison on Decals" msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:224 +msgid "Tweaking performance and quality" +msgstr "" + +#: ../../docs/tutorials/3d/using_decals.rst:226 +msgid "Decal rendering performance is mostly determined by their screen coverage, but also their number. In general, a few large decals that cover up most of the screen will be more expensive to render than many small decals that are scattered around." +msgstr "" + +#: ../../docs/tutorials/3d/using_decals.rst:231 +msgid "To improve rendering performance, you can enable the **Distance Fade** property as described above. This will make distant decals fade out when they are far away from the camera (and may have little to no impact on the final scene rendering). Using node groups, you can also prevent non-essential decorative decals from spawning based on user configuration." +msgstr "" + +#: ../../docs/tutorials/3d/using_decals.rst:237 +msgid "The way decals are rendered also has an impact on performance. The **Rendering > Textures > Decals > Filter** advanced project setting lets you control how decal textures should be filtered. **Nearest/Linear** does not use mipmaps. However, decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look smoother at a distance, but decals will look blurry when viewed from oblique angles. This can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality but is also slower to render." +msgstr "" + +#: ../../docs/tutorials/3d/using_decals.rst:245 +msgid "If your project has a pixel art style, consider setting the filter to one of the **Nearest** values so that decals use nearest-neighbor filtering. Otherwise, stick to **Linear**." +msgstr "" + +#: ../../docs/tutorials/3d/using_decals.rst:250 +msgid "Limitations" +msgstr "" + +#: ../../docs/tutorials/3d/using_decals.rst:252 msgid "Decals cannot affect material properties other than the ones listed above, such as height (for parallax mapping)." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:227 +#: ../../docs/tutorials/3d/using_decals.rst:255 msgid "For performance reasons, decals use purely fixed rendering logic. This means decals cannot use custom shaders. However, custom shaders on the projected surfaces are able to read the information that is overridden by decals on top of them, such as roughness and metallic." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:232 +#: ../../docs/tutorials/3d/using_decals.rst:260 msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for decal rendering. As many decals as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** advanced project setting." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:241 +#: ../../docs/tutorials/3d/using_decals.rst:269 msgid "When using the Forward Mobile backend, only 8 decals can be applied on each individual Mesh *resource*. If there are more decals affecting a single mesh, not all of them will be rendered on the mesh." msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index da419a5594..4ac9e94cb3 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 62f3eee177..5a78956a5a 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index c86b3ed004..dae7f533c4 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/variable_rate_shading.pot b/sphinx/templates/tutorials/3d/variable_rate_shading.pot index c7bcadebfb..de3bb1b1bb 100644 --- a/sphinx/templates/tutorials/3d/variable_rate_shading.pot +++ b/sphinx/templates/tutorials/3d/variable_rate_shading.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -40,10 +40,12 @@ msgstr "" msgid "Here's a scene rendered with rate shading disabled then enabled, using the density map linked at the bottom of this page:" msgstr "" +#: ../../docs/tutorials/3d/variable_rate_shading.rst:36 #: ../../docs/tutorials/3d/variable_rate_shading.rst:36 msgid "Variable rate shading disabled in textured scene" msgstr "" +#: ../../docs/tutorials/3d/variable_rate_shading.rst:42 #: ../../docs/tutorials/3d/variable_rate_shading.rst:42 msgid "Variable rate shading enabled in textured scene (lower quality but higher performance)" msgstr "" @@ -52,10 +54,12 @@ msgstr "" msgid "When used in scenes with low-frequency detail (such as scenes with a stylized/low-poly aesthetic), it's possible to achieve similar performance gains but with less reduction in visual quality:" msgstr "" +#: ../../docs/tutorials/3d/variable_rate_shading.rst:52 #: ../../docs/tutorials/3d/variable_rate_shading.rst:52 msgid "Variable rate shading disabled in untextured scene" msgstr "" +#: ../../docs/tutorials/3d/variable_rate_shading.rst:58 #: ../../docs/tutorials/3d/variable_rate_shading.rst:58 msgid "Variable rate shading enabled in untextured scene (lower quality but higher performance)" msgstr "" @@ -266,6 +270,7 @@ msgstr "" msgid "For example, this VRS density texture provides the highest shading density in the center of the viewport, and the lowest shading density in the corners:" msgstr "" +#: ../../docs/tutorials/3d/variable_rate_shading.rst:163 #: ../../docs/tutorials/3d/variable_rate_shading.rst:163 msgid "Example VRS density map texture, simulating foveated rendering" msgstr "" diff --git a/sphinx/templates/tutorials/3d/visibility_ranges.pot b/sphinx/templates/tutorials/3d/visibility_ranges.pot index 87ed68afc7..a74aafaed3 100644 --- a/sphinx/templates/tutorials/3d/visibility_ranges.pot +++ b/sphinx/templates/tutorials/3d/visibility_ranges.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/volumetric_fog.pot b/sphinx/templates/tutorials/3d/volumetric_fog.pot index a48bb71ea1..d69cb2a7e9 100644 --- a/sphinx/templates/tutorials/3d/volumetric_fog.pot +++ b/sphinx/templates/tutorials/3d/volumetric_fog.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index 82cea5d656..c6a6e56a33 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -153,78 +153,78 @@ msgid "Keep going and build the whole skeleton:" msgstr "" #: ../../docs/tutorials/animation/2d_skeletons.rst:145 -msgid "You will notice that all bones raise an annoying warning about a missing rest pose. This means that it's time to set one. Go to the *skeleton* node and create a rest pose. This pose is the default one, you can come back to it anytime you want (which is very handy for animating):" +msgid "You will notice that all bones raise a warning about a missing rest pose. A rest pose is the default pose for a skeleton, you can come back to it anytime you want (which is very handy for animating). To set one click on the *skeleton* node in the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select ``Overwrite Rest Pose`` from the dropdown menu." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:152 +#: ../../docs/tutorials/animation/2d_skeletons.rst:153 msgid "The warnings will go away. If you modify the skeleton (add/remove bones) you will need to set the rest pose again." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:156 +#: ../../docs/tutorials/animation/2d_skeletons.rst:157 msgid "Deforming the polygons" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:158 +#: ../../docs/tutorials/animation/2d_skeletons.rst:159 msgid "Select the previously created polygons and assign the skeleton node to their ``Skeleton`` property. This will ensure that they can eventually be deformed by it." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:164 +#: ../../docs/tutorials/animation/2d_skeletons.rst:165 msgid "Click the property highlighted above and select the skeleton node:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:168 +#: ../../docs/tutorials/animation/2d_skeletons.rst:169 msgid "Again, open the UV editor for the polygon and go to the *Bones* section." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:172 +#: ../../docs/tutorials/animation/2d_skeletons.rst:173 msgid "You will not be able to paint weights yet. For this you need to synchronize the list of bones from the skeleton with the polygon. This step is done only once and manually (unless you modify the skeleton by adding/removing/renaming bones). It ensures that your rigging information is kept in the polygon, even if a skeleton node is accidentally lost or the skeleton modified. Push the \"Sync Bones to Polygon\" button to sync the list." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:181 +#: ../../docs/tutorials/animation/2d_skeletons.rst:182 msgid "The list of bones will automatically appear. By default, your polygon has no weight assigned to any of them. Select the bones you want to assign weight to and paint them:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:187 +#: ../../docs/tutorials/animation/2d_skeletons.rst:188 msgid "Points in white have a full weight assigned, while points in black are not influenced by the bone. If the same point is painted white for multiple bones, the influence will be distributed amongst them (so usually there is not that much need to use shades in-between unless you want to polish the bending effect)." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:195 +#: ../../docs/tutorials/animation/2d_skeletons.rst:196 msgid "After painting the weights, animating the bones (NOT the polygons!) will have the desired effect of modifying and bending the polygons accordingly. As you only need to animate bones in this approach, work becomes much easier!" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:199 +#: ../../docs/tutorials/animation/2d_skeletons.rst:200 msgid "But it's not all roses. Trying to animate bones that bend the polygon will often yield unexpected results:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:204 +#: ../../docs/tutorials/animation/2d_skeletons.rst:205 msgid "This happens because Godot generates internal triangles that connect the points when drawing the polygon. They don't always bend the way you would expect. To solve this, you need to set hints in the geometry to clarify how you expect it to deform." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:210 +#: ../../docs/tutorials/animation/2d_skeletons.rst:211 msgid "Internal vertices" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:212 +#: ../../docs/tutorials/animation/2d_skeletons.rst:213 msgid "Open the UV menu for each bone again and go to the *Points* section. Add some internal vertices in the regions where you expect the geometry to bend:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:217 +#: ../../docs/tutorials/animation/2d_skeletons.rst:218 msgid "Now, go to the *Polygon* section and redraw your own polygons with more detail. Imagine that, as your polygons bend, you need to make sure they deform the least possible, so experiment a bit to find the right setup." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:223 +#: ../../docs/tutorials/animation/2d_skeletons.rst:224 msgid "Once you start drawing, the original polygon will disappear and you will be free to create your own:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:228 +#: ../../docs/tutorials/animation/2d_skeletons.rst:229 msgid "This amount of detail is usually fine, though you may want to have more fine-grained control over where triangles go. Experiment by yourself until you get the results you like." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:232 +#: ../../docs/tutorials/animation/2d_skeletons.rst:233 msgid "**Note:** Don't forget that your newly added internal vertices also need weight painting! Go to the *Bones* section again to assign them to the right bones." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:235 +#: ../../docs/tutorials/animation/2d_skeletons.rst:236 msgid "Once you are all set, you will get much better results:" msgstr "" diff --git a/sphinx/templates/tutorials/animation/animation_track_types.pot b/sphinx/templates/tutorials/animation/animation_track_types.pot index 91310701f2..6273f303de 100644 --- a/sphinx/templates/tutorials/animation/animation_track_types.pot +++ b/sphinx/templates/tutorials/animation/animation_track_types.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -70,98 +70,130 @@ msgid "The events placed on the call method track are not executed when the anim msgstr "" #: ../../docs/tutorials/animation/animation_track_types.rst:46 -msgid "To create such a track, click \"Add Track -> Call Method Track.\" Then, a window opens and lets you select the node to associate with the track. To call one of the node's methods, right-click the timeline and select \"Insert Key\". A window opens with a list of available methods. Double-click one to finish creating the keyframe." +msgid "To create such a track in the editor, click \"Add Track -> Call Method Track.\" Then, a window opens and lets you select the node to associate with the track. To call one of the node's methods, right-click the timeline and select \"Insert Key\". A window opens with a list of available methods. Double-click one to finish creating the keyframe." msgstr "" #: ../../docs/tutorials/animation/animation_track_types.rst:54 msgid "To change the method call or its arguments, click on the key and head to the inspector dock. There, you can change the method to call. If you expand the \"Args\" section, you will see a list of arguments you can edit." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:61 +#: ../../docs/tutorials/animation/animation_track_types.rst:60 +msgid "To create such a track through code, pass a dictionary that contains the target method's name and parameters as the Variant for ``key`` in ``Animation.track_insert_key()``. The keys and their expected values are as follows:" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:65 +msgid "**Key**" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:65 +msgid "**Value**" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:67 +msgid "``\"method\"``" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:67 +msgid "The name of the method as a ``String``" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:69 +msgid "``\"args\"``" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:69 +msgid "The arguments to pass to the function as an ``Array``" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:135 msgid "Bezier Curve Track" msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:63 +#: ../../docs/tutorials/animation/animation_track_types.rst:137 msgid "A bezier curve track is similar to a property track, except it allows you to animate a property's value using a bezier curve." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:66 +#: ../../docs/tutorials/animation/animation_track_types.rst:140 msgid "Bezier curve track and property track cannot be blended in :ref:`AnimationPlayer ` and :ref:`AnimationTree `." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:68 +#: ../../docs/tutorials/animation/animation_track_types.rst:142 msgid "To create one, click \"Add Track -> Bezier Curve Track\". As with property tracks, you need to select a node and a property to animate. To open the bezier curve editor, click the curve icon to the right of the animation track." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:74 +#: ../../docs/tutorials/animation/animation_track_types.rst:148 msgid "In the editor, keys are represented by filled diamonds and the outlined diamonds connected to them by a line control curve's shape." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:79 +#: ../../docs/tutorials/animation/animation_track_types.rst:153 +msgid "For better precision while manually working with curves, you might want to alter the zoom levels of the editor. The slider on the bottom right of the editor can be used to zoom in and out on the time axis, you can also do that with :kbd:`Ctrl + Shift + Mouse wheel`. Using :kbd:`Ctrl + Alt + Mouse wheel` will zoom in and out on the Y axis" +msgstr "" + +#: ../../docs/tutorials/animation/animation_track_types.rst:160 msgid "In the right click panel of the editor, you can select the handle mode:" msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:81 +#: ../../docs/tutorials/animation/animation_track_types.rst:162 msgid "Free: Allows you to orient a manipulator in any direction without affecting the other's position." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:83 +#: ../../docs/tutorials/animation/animation_track_types.rst:164 msgid "Linear: Does not allow rotation of the manipulator and draws a linear graph." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:84 +#: ../../docs/tutorials/animation/animation_track_types.rst:165 msgid "Balanced: Makes it so manipulators rotate together, but the distance between the key and a manipulator is not mirrored." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:86 +#: ../../docs/tutorials/animation/animation_track_types.rst:167 msgid "Mirrored: Makes the position of one manipulator perfectly mirror the other, including their distance to the key." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:92 +#: ../../docs/tutorials/animation/animation_track_types.rst:173 msgid "Audio Playback Track" msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:94 +#: ../../docs/tutorials/animation/animation_track_types.rst:175 msgid "If you want to create an animation with audio, you need to create an audio playback track. To create one, your scene must have either an AudioStreamPlayer, AudioStreamPlayer2D, or AudioStreamPlayer3D node. When creating the track, you must select one of those nodes." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:99 +#: ../../docs/tutorials/animation/animation_track_types.rst:180 msgid "To play a sound in your animation, drag and drop an audio file from the file system dock onto the animation track. You should see the waveform of your audio file in the track." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:105 +#: ../../docs/tutorials/animation/animation_track_types.rst:186 msgid "To remove a sound from the animation, you can right-click it and select \"Delete Key(s)\" or click on it and press the :kbd:`Del` key." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:108 +#: ../../docs/tutorials/animation/animation_track_types.rst:189 msgid "The blend mode allows you to choose whether or not to adjust the audio volume when blending in the :ref:`AnimationTree `." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:113 +#: ../../docs/tutorials/animation/animation_track_types.rst:194 msgid "Animation Playback Track" msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:115 +#: ../../docs/tutorials/animation/animation_track_types.rst:196 msgid "Animation playback tracks allow you to sequence the animations of other animation player nodes in a scene. For example, you can use it to animate several characters in a cut-scene." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:119 +#: ../../docs/tutorials/animation/animation_track_types.rst:200 msgid "To create an animation playback track, select \"New Track -> Animation Playback Track.\"" msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:122 +#: ../../docs/tutorials/animation/animation_track_types.rst:203 msgid "Then, select the animation player you want to associate with the track." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:124 +#: ../../docs/tutorials/animation/animation_track_types.rst:205 msgid "To add an animation to the track, right-click on it and insert a key. Select the key you just created to select an animation in the inspector dock." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:129 +#: ../../docs/tutorials/animation/animation_track_types.rst:210 msgid "If an animation is already playing and you want to stop it early, you can create a key and have it set to `[STOP]` in the inspector." msgstr "" -#: ../../docs/tutorials/animation/animation_track_types.rst:132 +#: ../../docs/tutorials/animation/animation_track_types.rst:213 msgid "If you instanced a scene that contains an animation player into your scene, you need to enable \"Editable Children\" in the scene tree to access its animation player. Also, an animation player cannot reference itself." msgstr "" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index a5a1b55ba4..6af61f70bd 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/creating_movies.pot b/sphinx/templates/tutorials/animation/creating_movies.pot index 68daa80585..16f09e1aed 100644 --- a/sphinx/templates/tutorials/animation/creating_movies.pot +++ b/sphinx/templates/tutorials/animation/creating_movies.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -84,6 +84,7 @@ msgstr "" msgid "To enable Movie Maker mode, click the \"movie reel\" button in the top-right corner of the editor *before* running the project:" msgstr "" +#: ../../docs/tutorials/animation/creating_movies.rst:67 #: ../../docs/tutorials/animation/creating_movies.rst:67 msgid "Movie Maker mode is disabled, click the \"movie reel\" icon to enable" msgstr "" @@ -92,6 +93,7 @@ msgstr "" msgid "The icon gets a background matching the accent color when Movie Maker mode is enabled:" msgstr "" +#: ../../docs/tutorials/animation/creating_movies.rst:76 #: ../../docs/tutorials/animation/creating_movies.rst:76 msgid "Movie Maker mode is enabled, click the \"movie reel\" icon again to disable" msgstr "" @@ -108,6 +110,7 @@ msgstr "" msgid "Before you can record video by running the project, you still need to configure the output file path. This path can be set for all scenes in the Project Settings:" msgstr "" +#: ../../docs/tutorials/animation/creating_movies.rst:93 #: ../../docs/tutorials/animation/creating_movies.rst:93 msgid "Movie Maker project settings (with Advanced toggle enabled)" msgstr "" @@ -116,6 +119,7 @@ msgstr "" msgid "Alternatively, you can set the output file path on a per-scene basis by adding a String metadata with the name ``movie_file`` to the scene's **root node**. This is only used when the main scene is set to the scene in question, or when running the scene directly by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS)." msgstr "" +#: ../../docs/tutorials/animation/creating_movies.rst:104 #: ../../docs/tutorials/animation/creating_movies.rst:104 msgid "Inspector view after creating a ``movie_file`` metadata of type String" msgstr "" @@ -137,7 +141,7 @@ msgid "Movie Maker can also be enabled from the :ref:`command line \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index f4adae3077..6a3c09d00c 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,15 +16,15 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/animation/index.rst:2 +#: ../../docs/tutorials/animation/index.rst:4 msgid "Animation" msgstr "" -#: ../../docs/tutorials/animation/index.rst:4 +#: ../../docs/tutorials/animation/index.rst:6 msgid "This section of the tutorial covers using the two animation nodes in Godot and the animation editor." msgstr "" -#: ../../docs/tutorials/animation/index.rst:19 +#: ../../docs/tutorials/animation/index.rst:21 msgid "See :ref:`doc_importing_3d_scenes` for information on importing animations from a 3D model." msgstr "" diff --git a/sphinx/templates/tutorials/animation/introduction.pot b/sphinx/templates/tutorials/animation/introduction.pot index 3f2f58a4a3..97a82c09b0 100644 --- a/sphinx/templates/tutorials/animation/introduction.pot +++ b/sphinx/templates/tutorials/animation/introduction.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -56,6 +56,7 @@ msgstr "" msgid "The AnimationPlayer node type is the data container for your animations. One AnimationPlayer node can hold multiple animations, which can automatically transition to one another." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:33 #: ../../docs/tutorials/animation/introduction.rst:33 msgid "The AnimationPlayer node" msgstr "" @@ -64,6 +65,7 @@ msgstr "" msgid "After you create an AnimationPlayer node, click on it to open the Animation Panel at the bottom of the viewport." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:41 #: ../../docs/tutorials/animation/introduction.rst:41 msgid "The animation panel position" msgstr "" @@ -72,6 +74,7 @@ msgstr "" msgid "The animation panel consists of four parts:" msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:48 #: ../../docs/tutorials/animation/introduction.rst:48 msgid "The animation panel" msgstr "" @@ -104,6 +107,7 @@ msgstr "" msgid "Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value doesn't change between them." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:67 #: ../../docs/tutorials/animation/introduction.rst:67 msgid "Keyframes in Godot" msgstr "" @@ -112,6 +116,7 @@ msgstr "" msgid "You set values of a node's properties and create animation keyframes for them. When the animation runs, the engine will interpolate the values between the keyframes, resulting in them gradually changing over time." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:76 #: ../../docs/tutorials/animation/introduction.rst:76 msgid "Two keyframes are all it takes to obtain a smooth motion" msgstr "" @@ -120,6 +125,7 @@ msgstr "" msgid "The timeline defines how long the animation will take. You can insert keyframes at various points, and change their timing." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:84 #: ../../docs/tutorials/animation/introduction.rst:84 msgid "The timeline in the animation panel" msgstr "" @@ -128,6 +134,7 @@ msgstr "" msgid "Each line in the Animation Panel is an animation track that references a Normal or Transform property of a node. Each track stores a path to a node and its affected property. For example, the position track in the illustration refers to the ``position`` property of the Sprite2D node." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:95 #: ../../docs/tutorials/animation/introduction.rst:95 msgid "Example of Normal animation tracks" msgstr "" @@ -136,7 +143,9 @@ msgstr "" msgid "If you animate the wrong property, you can edit a track's path at any time by double-clicking on it and typing the new path. Play the animation using the \"Play from beginning\" button |Play from beginning| (or pressing :kbd:`Shift + D` on keyboard) to see the changes instantly." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:339 +#: ../../docs/tutorials/animation/introduction.rst:351 +#: ../../docs/tutorials/animation/introduction.rst:351 +#: ../../docs/tutorials/animation/introduction.rst:351 msgid "Play from beginning" msgstr "" @@ -152,6 +161,7 @@ msgstr "" msgid "For this tutorial, we'll create a Sprite node with an AnimationPlayer as its child. We will animate the sprite to move between two points on the screen." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:116 #: ../../docs/tutorials/animation/introduction.rst:116 msgid "Our scene setup" msgstr "" @@ -176,10 +186,12 @@ msgstr "" msgid "Select the AnimationPlayer node and click the \"Animation\" button in the animation editor. From the list, select \"New\" (|Add Animation|) to add a new animation. Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:340 +#: ../../docs/tutorials/animation/introduction.rst:352 +#: ../../docs/tutorials/animation/introduction.rst:352 msgid "Add Animation" msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:141 #: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" @@ -192,6 +204,7 @@ msgstr "" msgid "For reusability, the animation is registered in a list in the animation library resource. If you add an animation to AnimationPlayer without specifying any particular settings, the animation will be registered in the [Global] animation library that AnimationPlayer has by default." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:151 #: ../../docs/tutorials/animation/introduction.rst:151 msgid "Manage animations" msgstr "" @@ -200,6 +213,7 @@ msgstr "" msgid "If there are multiple animation libraries and you try to add an animation, a dialog box will appear with options." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:158 #: ../../docs/tutorials/animation/introduction.rst:158 msgid "Add a new animation with library option" msgstr "" @@ -212,6 +226,7 @@ msgstr "" msgid "To add a new track for our sprite, select it and take a look at the toolbar:" msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:169 #: ../../docs/tutorials/animation/introduction.rst:169 msgid "Convenience buttons" msgstr "" @@ -228,6 +243,7 @@ msgstr "" msgid "Godot will create a new track and insert our first keyframe at the beginning of the timeline:" msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:186 #: ../../docs/tutorials/animation/introduction.rst:186 msgid "The sprite track" msgstr "" @@ -244,6 +260,7 @@ msgstr "" msgid "Let's say we want it to take two seconds to move between the points. By default, the animation is set to last only one second, so change the animation length to 2 in the controls on the right side of the animation panel's timeline header." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:201 #: ../../docs/tutorials/animation/introduction.rst:201 msgid "Animation length" msgstr "" @@ -268,172 +285,204 @@ msgstr "" msgid "Yay! Our animation runs:" msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:219 #: ../../docs/tutorials/animation/introduction.rst:219 msgid "The animation" msgstr "" #: ../../docs/tutorials/animation/introduction.rst:222 -msgid "Back and forth" +msgid "Autoplay on load" msgstr "" #: ../../docs/tutorials/animation/introduction.rst:224 +msgid "You can make it so an animation plays automatically when the AnimationPlayer nodes scene starts, or joins another scene. To do this click the \"Autoplay on load\" button in the animation editor, it's right next to the edit button." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:230 +msgid "The icon for it will also appear in front of the name of the animation, so you can easily identify which one is the autoplay animation." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:234 +msgid "Back and forth" +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:236 msgid "Godot has an interesting feature that we can use in animations. When Animation Looping is set but there's no keyframe specified at the end of the animation, the first keyframe is also the last." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:228 +#: ../../docs/tutorials/animation/introduction.rst:240 msgid "This means we can extend the animation length to four seconds now, and Godot will also calculate the frames from the last keyframe to the first, moving our sprite back and forth." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:235 +#: ../../docs/tutorials/animation/introduction.rst:247 +#: ../../docs/tutorials/animation/introduction.rst:247 msgid "Animation loop" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:237 +#: ../../docs/tutorials/animation/introduction.rst:249 msgid "You can change this behavior by changing the track's loop mode. This is covered in the next chapter." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:241 -#: ../../docs/tutorials/animation/introduction.rst:249 +#: ../../docs/tutorials/animation/introduction.rst:253 +#: ../../docs/tutorials/animation/introduction.rst:261 +#: ../../docs/tutorials/animation/introduction.rst:261 msgid "Track settings" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:243 -msgid "Each track has a settings panel at the end, where you can set its update mode, track interpolation, and loop mode." +#: ../../docs/tutorials/animation/introduction.rst:255 +msgid "Each property track has a settings panel at the end, where you can set its update mode, track interpolation, and loop mode." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:251 +#: ../../docs/tutorials/animation/introduction.rst:263 msgid "The update mode of a track tells Godot when to update the property values. This can be:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:254 +#: ../../docs/tutorials/animation/introduction.rst:266 msgid "**Continuous:** Update the property on each frame" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:255 +#: ../../docs/tutorials/animation/introduction.rst:267 msgid "**Discrete:** Only update the property on keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:256 +#: ../../docs/tutorials/animation/introduction.rst:268 msgid "**Capture:** if the first keyframe's time is greater than ``0.0``, the current value of the property will be remembered and will be blended with the first animation key. For example, you could use the Capture mode to move a node that's located anywhere to a specific location." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:265 +#: ../../docs/tutorials/animation/introduction.rst:277 +#: ../../docs/tutorials/animation/introduction.rst:277 msgid "Track mode" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:267 +#: ../../docs/tutorials/animation/introduction.rst:279 msgid "You will usually use \"Continuous\" mode. The other types are used to script complex animations." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:270 +#: ../../docs/tutorials/animation/introduction.rst:282 msgid "Track interpolation tells Godot how to calculate the frame values between keyframes. These interpolation modes are supported:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:273 +#: ../../docs/tutorials/animation/introduction.rst:285 msgid "Nearest: Set the nearest keyframe value" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:274 +#: ../../docs/tutorials/animation/introduction.rst:286 msgid "Linear: Set the value based on a linear function calculation between the two keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:276 +#: ../../docs/tutorials/animation/introduction.rst:288 msgid "Cubic: Set the value based on a cubic function calculation between the two keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:278 +#: ../../docs/tutorials/animation/introduction.rst:290 msgid "Linear Angle (Only appears in rotation property): Linear mode with shortest path rotation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:279 +#: ../../docs/tutorials/animation/introduction.rst:291 msgid "Cubic Angle (Only appears in rotation property): Cubic mode with shortest path rotation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:284 +#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:296 msgid "Track interpolation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:286 +#: ../../docs/tutorials/animation/introduction.rst:298 msgid "With Cubic interpolation, animation is slower at keyframes and faster between them, which leads to more natural movement. Cubic interpolation is commonly used for character animation. Linear interpolation animates changes at a fixed pace, resulting in a more robotic effect." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:291 +#: ../../docs/tutorials/animation/introduction.rst:303 msgid "Godot supports two loop modes, which affect the animation when it's set to loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:297 +#: ../../docs/tutorials/animation/introduction.rst:309 +#: ../../docs/tutorials/animation/introduction.rst:309 msgid "Loop modes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:299 +#: ../../docs/tutorials/animation/introduction.rst:311 msgid "Clamp loop interpolation: When this is selected, the animation stops after the last keyframe for this track. When the first keyframe is reached again, the animation will reset to its values." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:302 +#: ../../docs/tutorials/animation/introduction.rst:314 msgid "Wrap loop interpolation: When this is selected, Godot calculates the animation after the last keyframe to reach the values of the first keyframe again." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:307 -#: ../../docs/tutorials/animation/introduction.rst:320 +#: ../../docs/tutorials/animation/introduction.rst:319 +#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:332 msgid "Keyframes for other properties" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:309 +#: ../../docs/tutorials/animation/introduction.rst:321 msgid "Godot's animation system isn't restricted to position, rotation, and scale. You can animate any property." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:312 +#: ../../docs/tutorials/animation/introduction.rst:324 msgid "If you select your sprite while the animation panel is visible, Godot will display a small keyframe button in the *Inspector* for each of the sprite's properties. Click on one of these buttons to add a track and keyframe to the current animation." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:323 +#: ../../docs/tutorials/animation/introduction.rst:335 msgid "Edit keyframes" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:325 +#: ../../docs/tutorials/animation/introduction.rst:337 msgid "You can click on a keyframe in the animation timeline to display and edit its value in the *Inspector*." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:331 +#: ../../docs/tutorials/animation/introduction.rst:343 +#: ../../docs/tutorials/animation/introduction.rst:343 msgid "Keyframe editor editing a key" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:333 +#: ../../docs/tutorials/animation/introduction.rst:345 msgid "You can also edit the easing value for a keyframe here by clicking and dragging its easing curve. This tells Godot how to interpolate the animated property when it reaches this keyframe." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:337 +#: ../../docs/tutorials/animation/introduction.rst:349 msgid "You can tweak your animations this way until the movement \"looks right.\"" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:343 +#: ../../docs/tutorials/animation/introduction.rst:355 msgid "Using RESET tracks" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:345 +#: ../../docs/tutorials/animation/introduction.rst:357 msgid "You can set up a special *RESET* animation to contain the \"default pose\". This is used to ensure that the default pose is restored when you save the scene and open it again in the editor." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:349 +#: ../../docs/tutorials/animation/introduction.rst:361 msgid "For existing tracks, you can add an animation called \"RESET\" (case-sensitive), then add tracks for each property that you want to reset. The only keyframe should be at time 0, and give it the desired default value for each track." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:354 +#: ../../docs/tutorials/animation/introduction.rst:366 msgid "If AnimationPlayer's **Reset On Save** property is set to ``true``, the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time ``0.0``). This only affects the saved file – the property tracks in the editor stay where they were." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:360 +#: ../../docs/tutorials/animation/introduction.rst:372 msgid "If you want to reset the tracks in the editor, select the AnimationPlayer node, open the **Animation** bottom panel then choose **Apply Reset** in the animation editor's **Edit** dropdown menu." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:364 -msgid "When adding tracks on new animations, the editor will ask you to automatically create a RESET track when using the keyframe icon next to a property in the inspector. This does not apply on tracks created with Godot versions prior to 3.4, as the animation reset track feature was added in 3.4." +#: ../../docs/tutorials/animation/introduction.rst:376 +msgid "when using the keyframe icon next to a property in the inspector the editor will ask you to automatically create a RESET track." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:369 +#: ../../docs/tutorials/animation/introduction.rst:379 msgid "RESET tracks is also used as a reference value for blending. See also `For better blending <../animation/animation_tree.html#for-better-blending>`__." msgstr "" +#: ../../docs/tutorials/animation/introduction.rst:382 +msgid "Onion Skinning" +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:384 +msgid "Godot's animation editor allows you use onion skinning while creating an animation. To turn this feature on click on the onion icon in the top right of the animation editor. Now there will be transparent red copies of what is being animated in its previous positions in the animation." +msgstr "" + +#: ../../docs/tutorials/animation/introduction.rst:391 +msgid "The three dots button next to the onion skinning button opens a dropdown menu that lets you adjust how it works, including the ability to use onion skinning for future frames." +msgstr "" + #: ../../docs/:0 msgid "Translation status" msgstr "" diff --git a/sphinx/templates/tutorials/animation/playing_videos.pot b/sphinx/templates/tutorials/animation/playing_videos.pot index f74eea19bc..1549f95afe 100644 --- a/sphinx/templates/tutorials/animation/playing_videos.pot +++ b/sphinx/templates/tutorials/animation/playing_videos.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -225,7 +225,7 @@ msgid "`HandBrake `__ (GUI) and `FFmpeg \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot index 651483595d..0d752450ac 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,39 +16,39 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:2 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:4 msgid "Blender ESCN exporter" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:4 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:6 msgid "This chapter relates to the Blender plugin called \"Godot Blender Exporter\", which can be downloaded here: https://github.com/godotengine/godot-blender-exporter" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:7 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:9 msgid "This plugin can be used to export Blender scenes in a Godot-specific scene format called ESCN, which is similar to TSCN (text format) but will be imported as binary SCN for performance." msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:12 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:14 msgid "Details on exporting" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:27 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:29 msgid "Disabling specific objects" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:29 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:31 msgid "Sometimes you don't want some objects exported (e.g. high-res models used for baking). An object will not be exported if it is not rendered in the scene. This can be set in the outliner:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:35 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:37 msgid "Objects hidden in the viewport will be exported, but will be hidden in the Godot scene." msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:40 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:42 msgid "Build pipeline integration" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:42 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:44 msgid "If you have hundreds of model files, you don't want your artists to waste time manually exporting their blend files. To combat this, the exporter provides a Python function ``io_scene_godot.export(out_file_path)`` that can be called to export a file. This allows easy integration with other build systems. An example Makefile and Python script that exports all the blends in a directory are present in the `godot-blender-exporter repository `__." msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot index 5702317a7a..285f28b921 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot index ad264e6017..9f52d43a6c 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -93,7 +93,7 @@ msgid "The default configuration of material exporting would keep all the materi msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/material.rst:67 -msgid "``.material`` file can be assigned to any material slot to be a external resource." +msgid "``.material`` file can be assigned to any material slot to be an external resource." msgstr "" #: ../../docs/:0 diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot index 0793ff2907..0aad17eb2d 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot index d7b8c61ee3..92d0aa292b 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot index 2830dee278..94ea9d39fd 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot b/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot index 998de7b628..548bbebe20 100644 --- a/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot +++ b/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/import_process.pot b/sphinx/templates/tutorials/assets_pipeline/import_process.pot index 7ff909576e..5307029e34 100644 --- a/sphinx/templates/tutorials/assets_pipeline/import_process.pot +++ b/sphinx/templates/tutorials/assets_pipeline/import_process.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -120,43 +120,51 @@ msgstr "" msgid "Some source assets can be imported as different types of resources. For this, select the relevant type of resource desired then click **Reimport**:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:119 -msgid "Changing default import parameters" +#: ../../docs/tutorials/assets_pipeline/import_process.rst:118 +msgid "Select ``Keep File (exported as is)`` as resource type to skip file import, files with this resource type will be preserved as is during project export." msgstr "" #: ../../docs/tutorials/assets_pipeline/import_process.rst:121 +msgid "Select ``Skip File (not exported)`` as resource type to skip file import and ignore file during project export." +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/import_process.rst:125 +msgid "Changing default import parameters" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/import_process.rst:127 msgid "Different types of projects might require different defaults. Changing the import options to a predefined set of options can be achieved by using the **Preset...** Menu. Besides some resource types offering presets, the default settings can be saved and cleared too:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:128 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:134 msgid "The default import parameters for a given resource type can be changed project-wide using the **Import Defaults** tab of the Project Settings dialog:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:134 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:140 msgid "Further reading" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:136 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:142 msgid "This workflow takes a little time to get used to, but it enforces a more correct way to deal with resources." msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:139 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:145 msgid "There are many types of assets available for import. Continue reading to understand how to work with all of them:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:142 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:148 msgid ":ref:`doc_importing_images`" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:143 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:149 msgid ":ref:`doc_importing_audio_samples`" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:144 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:150 msgid ":ref:`doc_importing_3d_scenes`" msgstr "" -#: ../../docs/tutorials/assets_pipeline/import_process.rst:145 +#: ../../docs/tutorials/assets_pipeline/import_process.rst:151 msgid ":ref:`doc_importing_translations`" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot index 6dbc05758d..77606f4280 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -92,7 +92,7 @@ msgstr "" msgid "The glTF import process first loads the glTF file's data into an in-memory GLTFState class. This data is then used to generate a Godot scene. When importing files at runtime, this scene can be directly added to the tree. The export process is the reverse of this, a Godot scene is converted to a GLTFState class, then the glTF file is generated from that." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None msgid "Diagram explaining the runtime import and export process for glTF files in Godot" msgstr "" @@ -100,7 +100,7 @@ msgstr "" msgid "When importing glTF files in the editor, there are two more steps. After generating the Godot scene, the ResourceImporterScene class is used to apply additional import settings, including settings you set through the Import dock and the Advanced Import Settings dialog. This is then saved as a Godot scene file, which is what gets used when you run/export your game." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None msgid "Diagram explaining the editor import process for glTF files in Godot" msgstr "" @@ -152,7 +152,7 @@ msgstr "" msgid "The ``.blend`` import process converts to glTF first, so it still uses Godot's glTF import code. Therefore, the ``.blend`` import process is the same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None msgid "Diagram explaining the import process for Blender files in Godot" msgstr "" @@ -220,7 +220,7 @@ msgstr "" msgid "The FBX import process converts to glTF first, so it still uses Godot's glTF import code. Therefore, the FBX import process is the same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:-1 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None msgid "Diagram explaining the import process for FBX files in Godot" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot index 47c962bc47..4554b7cecd 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -40,6 +40,7 @@ msgstr "" msgid "To allow customizing the scene and its materials, Godot's scene importer allows for different workflows regarding how data is imported." msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:35 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:35 msgid "Import dock after selecting a 3D scene in the FileSystem dock" msgstr "" @@ -57,7 +58,7 @@ msgid "The **Advanced Import Settings** dialog, which can be accessed by double- msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:44 -msgid ":ref:`Import hints `, which are special suffixes added to object names in the 3D modeling software. This allows you to customize per-object options in the 3D modeling software." +msgid ":ref:`Import hints `, which are special suffixes added to object names in the 3D modeling software. This allows you to customize per-object options in the 3D modeling software." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:48 @@ -241,7 +242,7 @@ msgid "**Decomposition > Precision:** Only visible if **Physics > Shape Type** i msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:226 -msgid "**Occluder > Simplification Distance:** Only visible if **Generate > Occluder** is set to **Mesh + Occluder** or **Occluder Only**. Higher values result in a occluder mesh with fewer vertices (resulting in decreased CPU utilization), at the cost of more occlusion culling issues (such as false positives or false negatives). If you run into objects disappearing when they shouldn't when the camera is near a certain mesh, try decreasing this value." +msgid "**Occluder > Simplification Distance:** Only visible if **Generate > Occluder** is set to **Mesh + Occluder** or **Occluder Only**. Higher values result in an occluder mesh with fewer vertices (resulting in decreased CPU utilization), at the cost of more occlusion culling issues (such as false positives or false negatives). If you run into objects disappearing when they shouldn't when the camera is near a certain mesh, try decreasing this value." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:233 @@ -264,6 +265,7 @@ msgstr "" msgid "If you select a mesh, different options will appear in the panel on the right:" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:249 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:249 msgid "Advanced Import Settings dialog (Meshes tab)" msgstr "" @@ -300,6 +302,7 @@ msgstr "" msgid "If you select a material, only one option will appear in the panel on the right:" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:297 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:297 msgid "Advanced Import Settings dialog (Materials tab)" msgstr "" @@ -336,6 +339,7 @@ msgstr "" msgid "In the top-left corner of the Advanced Import Settings dialog, choose **Actions… > Extract Materials**:" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:325 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:325 msgid "Extracting all built-in materials to external resources in the Advanced Import Settings dialog" msgstr "" @@ -344,6 +348,7 @@ msgstr "" msgid "After choosing this option, select a folder to extract material ``.tres`` files to, then confirm the extraction:" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:334 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:334 msgid "Confirming material extraction in the Advanced Import Settings subdialog" msgstr "" @@ -380,123 +385,129 @@ msgstr "" msgid "The ``_post_import(scene: Node)`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used **must** be returned (even if the scene can be entirely different)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:399 -msgid "Using animation libraries" +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:398 +msgid "To use your script, locate the script in the import tab's \"Path\" option under the \"Import Script\" category." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:401 +msgid "Using animation libraries" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:403 msgid "As of Godot 4.0, you can choose to import **only** animations from a glTF file and nothing else. This is used in some asset pipelines to distribute animations separately from models. For example, this allows you to use one set of animations for several characters, without having to duplicate animation data in every character." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:407 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:409 msgid "To do so, select the glTF file in the FileSystem dock, then change the import mode to Animation Library in the Import dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:414 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:416 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:416 msgid "Changing the import type to Animation Library in the Import dock" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:416 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:418 msgid "Click **Reimport** and restart the editor when prompted. After restarting, the glTF file will be imported as an :ref:`class_AnimationLibrary` instead of a :ref:`class_PackedScene`. This animation library can then be referenced in an :ref:`class_AnimationPlayer` node." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:421 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:423 msgid "The import options that are visible after changing the import mode to Animation Library act the same as when using the Scene import mode. See :ref:`doc_importing_3d_scenes_using_the_import_dock` for more information." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:426 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:428 msgid "Filter script" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:428 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:430 msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:431 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:433 msgid "The filter script is executed against each imported animation. The syntax consists of two types of statements, the first for choosing which animations to filter, and the second for filtering individual tracks within the matched animation. All name patterns are performed using a case-insensitive expression match, with support for ``?`` and ``*`` wildcards (using :ref:`String.matchn() ` under the hood)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:438 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:440 msgid "The script must start with an animation filter statement (as denoted by the line beginning with an ``@``). For example, if we would like to apply filters to all imported animations which have a name ending in ``\"_Loop\"``::" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:444 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:446 msgid "Similarly, additional patterns can be added to the same line, separated by commas. Here is a modified example to additionally *include* all animations with names that begin with ``\"Arm_Left\"``, but also *exclude* all animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:451 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:453 msgid "Following the animation selection filter statement, we add track filtering patterns to indicate which animation tracks should be kept or discarded. If no track filter patterns are specified, then all tracks within the matched animations will be discarded!" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:456 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:458 msgid "It's important to note that track filter statements are applied in order for each track within the animation, this means that one line may include a track, a later rule can still discard it. Similarly, a track excluded by an early rule may then be re-included once again by a filter rule further down in the filter script." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:462 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:464 msgid "For example: include all tracks in animations with names ending in ``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:471 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:473 msgid "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:475 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:477 msgid "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:478 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:480 msgid "Storage" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:480 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:482 msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:485 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:487 msgid "Optimizer" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:487 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:489 msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:492 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:494 msgid "Clips" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:494 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:496 msgid "It is possible to specify multiple animations from a single timeline as clips. For this to work, the model must have only one animation that is named ``default``. To create clips, change the clip amount to something greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:501 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:503 msgid "Scene inheritance" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:503 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:505 msgid "In many cases, it may be desired to make manual modifications to the imported scene. By default, this is not possible because if the source 3D asset changes, Godot will re-import the *whole* scene." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:507 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:509 msgid "However, it is possible to make local modifications by using *scene inheritance*. If you try to open the imported scene using **Scene > Open Scene…** or **Scene > Quick Open Scene…**, the following dialog will appear:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:515 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:517 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:517 msgid "Dialog when opening an imported 3D scene in the editor" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:517 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:519 msgid "In inherited scenes, the only limitations for modification are:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:519 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:521 msgid "Nodes from the base scene can't be removed, but additional nodes can be added anywhere." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:521 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:523 msgid "Subresources can't be edited. Instead, you need to save them externally as described above." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:524 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:526 msgid "Other than that, everything is allowed." msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot index 3470d876bc..3d29d316d2 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,15 +16,15 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:4 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:6 msgid "Importing 3D scenes" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:6 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:8 msgid "Godot supports importing 3D scenes from various file formats. This documentation section describes what those formats are, and how to use them, including exporting with the correct conventions and best practices, and how to customize the node type using a suffix in the node name. The import configuration article describes how to customize the imported data using the import dock, the advanced import settings dialog, and inherited scenes." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:25 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:27 msgid "3D scenes can be loaded at runtime using :ref:`runtime file loading and saving `, including from an exported project." msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot index 7f168fa454..171839625b 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot index 2ff0979f54..b151909926 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -41,134 +41,135 @@ msgid "To simplify this workflow, Godot offers several suffixes that can be adde msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:20 -msgid "All the suffixes described below are **case-sensitive**." +msgid "All the suffixes described below can be used with ``-``, ``$``, and ``_`` and are **case-insensitive**." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:23 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:24 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:25 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:26 msgid "Objects that have the ``-noimp`` suffix will be removed at import-time no matter what their type is. They will not appear in the imported scene." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:28 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:29 msgid "This is equivalent to enabling **Skip Import** for a node in the Advanced Import Settings dialog." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:32 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:33 msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:34 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:35 msgid "The option ``-col`` will work only for Mesh objects. If it is detected, a child static collision node will be added, using the same geometry as the mesh. This will create a triangle mesh collision shape, which is a slow, but accurate option for collision detection. This option is usually what you want for level geometry (but see also ``-colonly`` below)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:40 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:41 msgid "The option ``-convcol`` will create a :ref:`class_ConvexPolygonShape3D` instead of a :ref:`class_ConcavePolygonShape3D`. Unlike triangle meshes which can be concave, a convex shape can only accurately represent a shape that doesn't have any concave angles (a pyramid is convex, but a hollow box is concave). Due to this, convex collision shapes are generally not suited for level geometry. When representing simple enough meshes, convex collision shapes can result in better performance compared to a triangle collision shape. This option is ideal for simple or dynamic objects that require mostly-accurate collision detection." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:49 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:50 msgid "However, in both cases, the visual geometry may be too complex or not smooth enough for collisions. This can create physics glitches and slow down the engine unnecessarily." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:53 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:54 msgid "To solve this, the ``-colonly`` modifier exists. It will remove the mesh upon importing and will create a :ref:`class_StaticBody3D` collision instead. This helps the visual mesh and actual collision to be separated." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:57 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:58 msgid "The option ``-convcolonly`` works in a similar way, but will create a :ref:`class_ConvexPolygonShape3D` instead using convex decomposition." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:60 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:61 msgid "With Collada files, the option ``-colonly`` can also be used with Blender's empty objects. On import, it will create a :ref:`class_StaticBody3D` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:69 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:70 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:70 msgid "Choosing a draw type for an Empty on creation in Blender" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:71 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:72 msgid "Single arrow will create a :ref:`class_SeparationRayShape3D`." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:72 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:73 msgid "Cube will create a :ref:`class_BoxShape3D`." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:73 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:74 msgid "Image will create a :ref:`class_WorldBoundaryShape3D`." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:74 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:75 msgid "Sphere (and the others not listed) will create a :ref:`class_SphereShape3D`." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:76 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:77 msgid "When possible, **try to use a few primitive collision shapes** instead of triangle mesh or convex shapes. Primitive shapes often have the best performance and reliability." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:82 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:83 msgid "For better visibility on Blender's editor, you can set the \"X-Ray\" option on collision empties and set some distinct color for them by changing **Edit > Preferences > Themes > 3D Viewport > Empty**." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:86 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:87 msgid "If using Blender 2.79 or older, follow these steps instead: **User Preferences > Themes > 3D View > Empty**." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:91 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:92 msgid "See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision shapes." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:95 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:96 msgid "Create Occluder (-occ, -occonly)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:97 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:98 msgid "If a mesh is imported with the ``-occ`` suffix an :ref:`class_occluder3D` node will be created based on the geometry of the mesh, it does not replace the mesh. A mesh node with the ``-occonly`` suffix will be converted to an :ref:`class_occluder3D` on import." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:103 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:104 msgid "Create navigation (-navmesh)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:105 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:106 msgid "A mesh node with the ``-navmesh`` suffix will be converted to a navigation mesh. The original Mesh object will be removed at import-time." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:109 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:110 msgid "Create a VehicleBody (-vehicle)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:111 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:112 msgid "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :ref:`class_VehicleBody3D` node." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:115 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:116 msgid "Create a VehicleWheel (-wheel)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:117 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:118 msgid "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:`class_VehicleWheel3D` node." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:121 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:122 msgid "Rigid Body (-rigid)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:123 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:124 msgid "A mesh node with the ``-rigid`` suffix will be imported as a :ref:`class_RigidBody3D`." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:126 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:127 msgid "Animation loop (-loop, -cycle)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:128 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:129 msgid "Animation clips in the source 3D file that start or end with the token ``loop`` or ``cycle`` will be imported as a Godot :ref:`class_Animation` with the loop flag set. **Unlike the other suffixes described above, this does not require a hyphen.**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:132 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:133 msgid "In Blender, this requires using the NLA Editor and naming the Action with the ``loop`` or ``cycle`` prefix or suffix." msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot b/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot index 21e1fd3411..38a47bf689 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:4 -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:63 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:65 msgid "Importing audio samples" msgstr "" @@ -34,7 +34,7 @@ msgid "Each format has different advantages:" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:13 -msgid "WAV files use raw data or light compression (IMA-ADPCM). They are lightweight on the CPU to play back (hundreds of simultaneous voices in this format are fine). The downside is that they take up a lot of disk space." +msgid "WAV files use raw data or light compression (IMA-ADPCM or QOA). They are lightweight to play back on the CPU (hundreds of simultaneous voices in this format are fine). The downside is that they take up a lot of disk space." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:16 @@ -42,7 +42,7 @@ msgid "Ogg Vorbis files use a stronger compression that results in much smaller msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:19 -msgid "MP3 files use better compression than WAV with IMA-ADPCM, but worse than Ogg Vorbis. This means that a MP3 file with roughly equal quality to Ogg Vorbis will be significantly larger. On the bright side, MP3 requires less CPU usage to play back compared to Ogg Vorbis." +msgid "MP3 files use better compression than WAV with IMA-ADPCM or QOA, but worse than Ogg Vorbis. This means that an MP3 file with roughly equal quality to Ogg Vorbis will be significantly larger. On the bright side, MP3 requires less CPU usage to play back compared to Ogg Vorbis." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:26 @@ -78,7 +78,7 @@ msgid "88 KB" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:39 -msgid "WAV 16-bit, IMA-ADPCM, mono" +msgid "WAV IMA-ADPCM, 44 kHz, mono" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:39 @@ -86,291 +86,301 @@ msgid "22 KB" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:41 -msgid "MP3 192 Kb/s, stereo" +msgid "WAV QOA, 44 kHz, mono" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:41 +msgid "17 KB" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:43 +msgid "MP3 192 Kb/s, stereo" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:43 msgid "24 KB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:43 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:45 msgid "Ogg Vorbis 128 Kb/s, stereo" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:43 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:45 msgid "16 KB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:45 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:47 msgid "Ogg Vorbis 96 Kb/s, stereo" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:45 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:47 msgid "12 KB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:48 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:50 msgid "Note that the MP3 and Ogg Vorbis figures can vary depending on the encoding type. The above figures use :abbr:`CBR (Constant Bit Rate)` encoding for simplicity, but most Ogg Vorbis and MP3 files you can find online are encoded with :abbr:`VBR (Variable Bit Rate)` encoding which is more efficient. VBR encoding makes the effective audio file size depend on how \"complex\" the source audio is." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:57 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:59 msgid "Consider using WAV for short and repetitive sound effects, and Ogg Vorbis for music, speech, and long sound effects. MP3 is useful for mobile and web projects where CPU resources are limited, especially when playing multiple compressed sounds at the same time (such as long ambient sounds)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:65 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:67 msgid "Several options are available in the Import dock after selecting a WAV file in the FileSystem dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:72 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:74 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:74 msgid "Import options in the Import dock after selecting a WAV file in the FileSystem dock" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:74 -msgid "The set of options available after selecting a Ogg Vorbis or MP3 file is different:" +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:76 +msgid "The set of options available after selecting an Ogg Vorbis or MP3 file is different:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:80 -msgid "Import options in the Import dock after selecting a MP3 file in the FileSystem dock" +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:82 +msgid "Import options in the Import dock after selecting an MP3 file in the FileSystem dock" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:80 -msgid "Import options in the Import dock after selecting a MP3 file in the FileSystem dock. Options are identical for Ogg Vorbis files." +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:82 +msgid "Import options in the Import dock after selecting an MP3 file in the FileSystem dock. Options are identical for Ogg Vorbis files." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:83 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:85 msgid "After importing a sound, you can play it back using the AudioStreamPlayer, AudioStreamPlayer2D or AudioStreamPlayer3D nodes. See :ref:`doc_audio_streams` for more information." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:88 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:90 msgid "Import options (WAV)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:91 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:93 msgid "Force > 8 Bit" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:93 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:95 msgid "If enabled, forces the imported audio to use 8-bit quantization if the source file is 16-bit or higher." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:96 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:98 msgid "Enabling this is generally not recommended, as 8-bit quantization decreases audio quality significantly. If you need smaller file sizes, consider using Ogg Vorbis or MP3 audio instead." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:101 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:103 msgid "Force > Mono" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:103 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:105 msgid "If enabled, forces the imported audio to be mono if the source file is stereo. This decreases the file size by 50% by merging the two channels into one." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:107 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:109 msgid "Force > Max Rate" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:109 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:111 msgid "If set to a value greater than ``0``, forces the audio's sample rate to be reduced to a value lower than or equal to the value specified here." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:112 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:114 msgid "This can decrease file size noticeably on certain sounds, without impacting quality depending on the actual sound's contents. See :ref:`doc_importing_audio_samples_best_practices` for more information." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:117 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:119 msgid "Edit > Trim" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:119 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:121 msgid "The source audio file may contain long silences at the beginning and/or the end. These silences are inserted by :abbr:`DAWs (Digital Audio Workstations)` when saving to a waveform, which increases their size unnecessarily and add latency to the moment they are played back." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:124 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:126 msgid "Enabling **Trim** will automatically trim the beginning and end of the audio if it's lower than -50 dB *after* normalization (see **Edit > Normalize** below). A fade-in/fade-out period of 500 samples is also used during trimming to avoid audible pops." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:130 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:132 msgid "Edit > Normalize" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:132 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:134 msgid "If enabled, audio volume will be *normalized* so that its peak volume is equal to 0 dB. When enabled, normalization will make audio sound louder depending on its original peak volume." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:137 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:139 msgid "Edit > Loop Mode" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:139 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:141 msgid "Unlike Ogg Vorbis and MP3, WAV files can contain metadata to indicate whether they're looping (in addition to loop points). By default, Godot will follow this metadata, but you can choose to apply a specific loop mode:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:143 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:145 msgid "**Disabled:** Don't loop audio, even if metadata indicates the file should be played back looping." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:145 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:147 msgid "**Forward:** Standard audio looping." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:146 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:148 msgid "**Ping-Pong:** Play audio forward until it's done playing, then play it backward and repeat. This is similar to mirrored texture repeat, but for audio." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:149 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:151 msgid "**Backward:** Play audio in reverse and loop back to the end when done playing." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:151 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:153 msgid "When choosing one of the **Forward**, **Ping-Pong** or **Backward** loop modes, loop points can also be defined to make only a specific part of the sound loop. **Loop Begin** is set in samples after the beginning of the audio file. **Loop End** is also set in samples after the beginning of the audio file, but will use the end of the audio file if set to ``-1``." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:159 -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:186 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:161 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:191 msgid "In AudioStreamPlayer, the ``finished`` signal won't be emitted for looping audio when it reaches the end of the audio file, as the audio will keep playing indefinitely." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:164 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:166 msgid "Compress > Mode" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:166 -msgid "Two compression modes can be chosen for WAV files: **Disabled** (default) or **RAM (Ima-ADPCM)**. **RAM (Ima-ADPCM)** reduces file size and memory usage a little, at the cost of decreasing quality in an audible manner." +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:168 +msgid "Three compression modes can be chosen from for WAV files: **Disabled** (default), **RAM (Ima-ADPCM)**, or **QOA (Quite OK Audio)**. **RAM (Ima-ADPCM)** reduces file size and memory usage a little, at the cost of decreasing quality in an audible manner. **QOA (Quite OK Audio)** reduces file size a bit more than **RAM (Ima-ADPCM)** and the quality decrease is much less noticeable, at the cost of higher CPU usage (still much lower than MP3)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:170 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:175 msgid "Ogg Vorbis and MP3 don't decrease quality as much and can provide greater file size reductions, at the cost of higher CPU usage during playback. This higher CPU usage is usually not a problem (especially with MP3), unless playing dozens of compressed sounds at the same time on mobile/web platforms." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:176 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:181 msgid "Import options (Ogg Vorbis and MP3)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:179 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:184 msgid "Loop" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:181 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:186 msgid "If enabled, the audio will begin playing at the beginning after playback ends by reaching the end of the audio." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:191 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:196 msgid "Loop Offset" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:193 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:198 msgid "The loop offset determines where audio will start to loop after playback reaches the end of the audio. This can be used to only loop a part of the audio file, which is useful for some ambient sounds or music. The value is determined in seconds relative to the beginning of the audio, so ``0`` will loop the entire audio file." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:199 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:204 msgid "Only has an effect if **Loop** is enabled." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:201 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:206 msgid "A more convenient editor for **Loop Offset** is provided in the :ref:`Advanced import settings ` dialog, as it lets you preview your changes without having to reimport the audio." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:206 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:211 msgid "BPM" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:208 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:213 msgid "The Beats Per Minute of the audio track. This should match the BPM measure that was used to compose the track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:213 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:218 msgid "A more convenient editor for **BPM** is provided in the :ref:`Advanced import settings ` dialog, as it lets you preview your changes without having to reimport the audio." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:218 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:223 msgid "Beat Count" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:220 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:225 msgid "The beat count of the audio track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:224 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:229 msgid "A more convenient editor for **Beat Count** is provided in the :ref:`Advanced import settings ` dialog, as it lets you preview your changes without having to reimport the audio." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:229 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:234 msgid "Bar Beats" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:231 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:236 msgid "The number of bars within a single beat in the audio track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:235 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:240 msgid "A more convenient editor for **Bar Beats** is provided in the :ref:`Advanced import settings ` dialog, as it lets you preview your changes without having to reimport the audio." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:242 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:247 msgid "Advanced import settings (Ogg Vorbis and MP3)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:244 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:249 msgid "If you double-click an Ogg Vorbis or MP3 file in the FileSystem dock (or choose **Advanced…** in the Import dock), you will see a dialog appear:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:251 -msgid "Advanced dialog when double-clicking a Ogg Vorbis or MP3 file in the FileSystem dock" +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:256 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:256 +msgid "Advanced dialog when double-clicking an Ogg Vorbis or MP3 file in the FileSystem dock" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:253 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:258 msgid "This dialog allows you to edit the audio's loop point with a real-time preview, in addition to the :abbr:`BPM (Beats Per Minute)`, beat count and bar beats. These 3 settings are currently unused, but they will be used in the future for interactive music support (which allows smoothly transitioning between different music tracks)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:261 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:266 msgid "Unlike WAV files, Ogg Vorbis and MP3 only support a \"loop begin\" loop point, not a \"loop end\" point. Looping can also be only be standard forward looping, not ping-pong or backward." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:268 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:273 msgid "Best practices" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:271 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:276 msgid "Use appropriate quality settings" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:273 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:278 msgid "While keeping pristine-quality audio sources is important if you're performing editing, using the same quality in the exported project is not necessary. For WAV files, Godot offers several import options to reduce the final file size without modifying the source file on disk." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:278 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:283 msgid "To reduce memory usage and file size, choose an appropriate quantization, sample rate and number of channels for your audio:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:281 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:286 msgid "There's no *audible* benefit to using 24-bit audio, especially in a game where several sounds are often playing at the same time (which makes it harder to appreciate individual sounds)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:284 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:289 msgid "Unless you are slowing down the audio at run-time, there's no *audible* benefit to using a sample rate greater than 48 kHz. If you wish to keep a source with a higher sample rate for editing, use the **Force > Max Rate** import option to limit the sample rate of the imported sound (only available for WAV files)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:289 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:294 msgid "Many sound effects can generally be converted to mono as opposed to stereo. If you wish to keep a source with stereo for editing, use the **Force > Mono** import option to convert the imported sound to mono (only available for WAV files)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:292 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:297 msgid "Voices can generally be converted to mono, but can also have their sample rate reduced to 22 kHz without a noticeable loss in quality (unless the voice is very high-pitched). This is because most human voices never go past 11 kHz." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:297 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:302 msgid "Use real-time audio effects to reduce file size" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:299 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:304 msgid "Godot has an :ref:`extensive bus system ` with built-in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:305 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:310 msgid "As you can see above, sound effects become much larger in file size with reverb added." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:310 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:315 msgid "Audio samples can be loaded and saved at runtime using :ref:`runtime file loading and saving `, including from an exported project." msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_images.pot b/sphinx/templates/tutorials/assets_pipeline/importing_images.pot index cc917c85e1..c986114017 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_images.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_images.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -200,10 +200,54 @@ msgstr "" msgid "In this table, each of the 5 options are described together with their advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 msgid "good" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 msgid "bad" msgstr "" @@ -265,20 +309,37 @@ msgstr "" msgid "**Size on disk**" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 msgid "|regular| Small" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 msgid "regular" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 msgid "|good| Very small" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 msgid "|bad| Large" msgstr "" @@ -286,6 +347,7 @@ msgstr "" msgid "**Memory usage**" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 msgid "|good| Small" msgstr "" @@ -295,10 +357,14 @@ msgid "**Performance**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|regular| Normal" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|good| Fast" @@ -308,6 +374,7 @@ msgstr "" msgid "**Quality loss**" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 msgid "|good| None" msgstr "" @@ -316,6 +383,7 @@ msgstr "" msgid "|regular| Slight" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 msgid "|bad| Moderate" msgstr "" @@ -324,6 +392,7 @@ msgstr "" msgid "**Load time**" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|bad| Slow" msgstr "" @@ -341,10 +410,14 @@ msgid "**128×128**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 msgid "|good| 85 KiB" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 msgid "|good| 21 KiB" msgstr "" @@ -354,6 +427,9 @@ msgid "**256×256**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 msgid "|good| 341 KiB" msgstr "" @@ -363,6 +439,9 @@ msgid "**512×512**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 msgid "|good| 1.33 MiB" msgstr "" @@ -372,6 +451,9 @@ msgid "**1024×1024**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 msgid "|regular| 5.33 MiB" msgstr "" @@ -381,6 +463,9 @@ msgid "**2048×2048**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "|bad| 21.33 MiB" msgstr "" @@ -389,6 +474,8 @@ msgstr "" msgid "**4096×4096**" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "|bad| 85.33 MiB" msgstr "" @@ -477,6 +564,7 @@ msgstr "" msgid "In the example below, the normal map with :abbr:`RGTC (Red-Green Texture Compression)` compression is able to preserve its detail much better, while using the same amount of memory as a standard RGBA VRAM-compressed texture:" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:317 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:317 msgid "Normal map with standard VRAM compression (left) and with RGTC VRAM compression (right)" msgstr "" @@ -690,7 +778,7 @@ msgid "Select your text object in Inkscape, then duplicate it in place by pressi msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:529 -msgid "Use the Inkscape command line to export a SVG from another SVG file with text converted to paths:" +msgid "Use the Inkscape command line to export an SVG from another SVG file with text converted to paths:" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:537 diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot b/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot index ddae04c1a8..68b05b409f 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -57,7 +57,7 @@ msgid "CSV files must be formatted as follows:" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:50 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:69 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:70 msgid "keys" msgstr "" @@ -77,8 +77,14 @@ msgstr "" msgid "KEY1" msgstr "" +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 msgid "string" msgstr "" @@ -92,106 +98,106 @@ msgid "KEYN" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:59 -msgid "The \"lang\" tags must represent a language, which must be one of the :ref:`valid locales ` supported by the engine. The \"KEY\" tags must be unique and represent a string universally (they are usually in uppercase, to differentiate from other strings). These keys will be replaced at runtime by the matching translated string. Note that the case is important, \"KEY1\" and \"Key1\" will be different keys. The top-left cell is ignored and can be left empty or having any content. Here's an example:" +msgid "The \"lang\" tags must represent a language, which must be one of the :ref:`valid locales ` supported by the engine, or they must start with an underscore (`_`), which means the related column is served as comment and won't be imported. The \"KEY\" tags must be unique and represent a string universally (they are usually in uppercase, to differentiate from other strings). These keys will be replaced at runtime by the matching translated string. Note that the case is important, \"KEY1\" and \"Key1\" will be different keys. The top-left cell is ignored and can be left empty or having any content. Here's an example:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:69 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:70 msgid "en" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:69 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:70 msgid "es" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:69 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:70 msgid "ja" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:71 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:72 msgid "GREET" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:71 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:72 msgid "Hello, friend!" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:71 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:72 msgid "Hola, amigo!" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:71 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:72 msgid "こんにちは" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:73 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:74 msgid "ASK" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:73 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:74 msgid "How are you?" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:73 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:74 msgid "Cómo está?" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:73 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:74 msgid "元気ですか" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:75 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:76 msgid "BYE" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:75 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:76 msgid "Goodbye" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:75 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:76 msgid "Adiós" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:75 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:76 msgid "さようなら" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:77 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:78 msgid "QUOTE" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:77 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:78 msgid "\"Hello\" said the man." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:77 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:78 msgid "\"Hola\" dijo el hombre." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:77 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:78 msgid "「こんにちは」男は言いました" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:80 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:81 msgid "The same example is shown below as a comma-separated plain text file, which should be the result of editing the above in a spreadsheet. When editing the plain text version, be sure to enclose with double quotes any message that contains commas, line breaks or double quotes, so that commas are not parsed as delimiters, line breaks don't create new entries and double quotes are not parsed as enclosing characters. Be sure to escape any double quotes a message may contain by preceding them with another double quote. Alternatively, you can select another delimiter than comma in the import options." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:99 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:100 msgid "CSV importer" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:101 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:102 msgid "Godot will treat CSV files as translations by default. It will import them and generate one or more compressed translation resource files next to it." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:104 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:105 msgid "Importing will also add the translation to the list of translations to load when the game runs, specified in project.godot (or the project settings). Godot allows loading and removing translations at runtime as well." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:109 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:110 msgid "Select the ``.csv`` file and access the **Import** dock to define import options. You can toggle the compression of the imported translations, and select the delimiter to use when parsing the CSV file." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:115 +#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:116 msgid "Be sure to click **Reimport** after any change to these options." msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/index.pot b/sphinx/templates/tutorials/assets_pipeline/index.pot index f9bb307979..a73963d083 100644 --- a/sphinx/templates/tutorials/assets_pipeline/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/assets_pipeline/index.rst:2 +#: ../../docs/tutorials/assets_pipeline/index.rst:4 msgid "Assets pipeline" msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot b/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot index ef4ee18aa9..a7aed8f716 100644 --- a/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot +++ b/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgid "With the Skeleton node selected, first set up a new :ref:`class_bonemap` msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:50 -msgid "If you need a profile for a model such as a beast or creature, you can export a :ref:`class_skeletonprofile` from SkeletonEditor with some information converted from Skeleton." +msgid "If you need a profile that is different from :ref:`class_skeletonprofilehumanoid`, you can export a :ref:`class_skeletonprofile` from the editor by selecting a Skeleton3D and using the **Skeleton3D** menu in the 3D viewport's toolbar." msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:53 diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 813ad11534..9791684400 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_effects.pot b/sphinx/templates/tutorials/audio/audio_effects.pot index ecd48098e1..1e25605f3f 100644 --- a/sphinx/templates/tutorials/audio/audio_effects.pot +++ b/sphinx/templates/tutorials/audio/audio_effects.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -153,106 +153,122 @@ msgid "Filter is what all other filters inherit from and should not be used dire msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:127 -msgid "HighPassFilter" +msgid "HardLimiter" msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:129 -msgid "Cuts frequencies below a specific *Cutoff* frequency. HighPassFilter is used to reduce the bass content of a signal." -msgstr "" - -#: ../../docs/tutorials/audio/audio_effects.rst:134 -msgid "HighShelfFilter" -msgstr "" - -#: ../../docs/tutorials/audio/audio_effects.rst:136 -msgid "Reduces all frequencies above a specific *Cutoff* frequency." -msgstr "" - -#: ../../docs/tutorials/audio/audio_effects.rst:141 -msgid "Limiter" -msgstr "" - -#: ../../docs/tutorials/audio/audio_effects.rst:143 msgid "A limiter is similar to a compressor, but it's less flexible and designed to prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to the final point of the Master bus is good practice, as it offers an easy safeguard against clipping." msgstr "" +#: ../../docs/tutorials/audio/audio_effects.rst:134 +msgid "HighPassFilter" +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:136 +msgid "Cuts frequencies below a specific *Cutoff* frequency. HighPassFilter is used to reduce the bass content of a signal." +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:141 +msgid "HighShelfFilter" +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:143 +msgid "Reduces all frequencies above a specific *Cutoff* frequency." +msgstr "" + #: ../../docs/tutorials/audio/audio_effects.rst:148 -msgid "LowPassFilter" +msgid "Limiter" msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:150 -msgid "Cuts frequencies above a specific *Cutoff* frequency and can also resonate (boost frequencies close to the *Cutoff* frequency). Low pass filters can be used to simulate \"muffled\" sound. For instance, underwater sounds, sounds blocked by walls, or distant sounds." +msgid "This is the old limiter effect, and it is recommended to use the new HardLimiter effect instead." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:156 -msgid "LowShelfFilter" +#: ../../docs/tutorials/audio/audio_effects.rst:153 +msgid "Here is an example of how this effect works, if the ceiling is set to -12 dB, and the threshold is 0 dB, all samples going through get reduced by 12dB. This changes the waveform of the sound and introduces distortion." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:158 -msgid "Reduces all frequencies below a specific *Cutoff* frequency." +#: ../../docs/tutorials/audio/audio_effects.rst:157 +msgid "This effect is being kept to preserve compatibility, however it should be considered deprecated." msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:161 -msgid "NotchFilter" +msgid "LowPassFilter" msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:163 -msgid "The opposite of the BandPassFilter, it removes a band of sound from the frequency spectrum at a given *Cutoff* frequency." -msgstr "" - -#: ../../docs/tutorials/audio/audio_effects.rst:167 -msgid "Panner" +msgid "Cuts frequencies above a specific *Cutoff* frequency and can also resonate (boost frequencies close to the *Cutoff* frequency). Low pass filters can be used to simulate \"muffled\" sound. For instance, underwater sounds, sounds blocked by walls, or distant sounds." msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:169 -msgid "The Panner allows the stereo balance of a signal to be adjusted between the left and right channels. Headphones are recommended when configuring in this effect." +msgid "LowShelfFilter" msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:173 -msgid "Phaser" +#: ../../docs/tutorials/audio/audio_effects.rst:171 +msgid "Reduces all frequencies below a specific *Cutoff* frequency." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:175 -msgid "This effect is formed by de-phasing two duplicates of the same sound so they cancel each other out in an interesting way. Phaser produces a pleasant whooshing sound that moves back and forth through the audio spectrum, and can be a great way to create sci-fi effects or Darth Vader-like voices." +#: ../../docs/tutorials/audio/audio_effects.rst:174 +msgid "NotchFilter" +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:176 +msgid "The opposite of the BandPassFilter, it removes a band of sound from the frequency spectrum at a given *Cutoff* frequency." +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:180 +msgid "Panner" msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:182 +msgid "The Panner allows the stereo balance of a signal to be adjusted between the left and right channels. Headphones are recommended when configuring in this effect." +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:186 +msgid "Phaser" +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:188 +msgid "This effect is formed by de-phasing two duplicates of the same sound so they cancel each other out in an interesting way. Phaser produces a pleasant whooshing sound that moves back and forth through the audio spectrum, and can be a great way to create sci-fi effects or Darth Vader-like voices." +msgstr "" + +#: ../../docs/tutorials/audio/audio_effects.rst:195 msgid "PitchShift" msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:184 +#: ../../docs/tutorials/audio/audio_effects.rst:197 msgid "This effect allows the adjustment of the signal's pitch independently of its speed. All frequencies can be increased/decreased with minimal effect on transients. PitchShift can be useful to create unusually high or deep voices. Do note that altering pitch can sound unnatural when pushed outside of a narrow window." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:191 +#: ../../docs/tutorials/audio/audio_effects.rst:204 msgid "Record" msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:193 +#: ../../docs/tutorials/audio/audio_effects.rst:206 msgid "The Record effect allows the user to record sound from a microphone." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:196 +#: ../../docs/tutorials/audio/audio_effects.rst:209 msgid "Reverb" msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:198 +#: ../../docs/tutorials/audio/audio_effects.rst:211 msgid "Reverb simulates rooms of different sizes. It has adjustable parameters that can be tweaked to obtain the sound of a specific room. Reverb is commonly outputted from :ref:`Area3Ds ` (see :ref:`Reverb buses `), or to apply a \"chamber\" feel to all sounds." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:205 +#: ../../docs/tutorials/audio/audio_effects.rst:218 msgid "SpectrumAnalyzer" msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:207 +#: ../../docs/tutorials/audio/audio_effects.rst:220 msgid "This effect doesn't alter audio, instead, you add this effect to buses you want a spectrum analysis of. This would typically be used for audio visualization. Visualizing voices can be a great way to draw attention to them without just increasing their volume. A demo project using this can be found `here `__." msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:214 +#: ../../docs/tutorials/audio/audio_effects.rst:227 msgid "StereoEnhance" msgstr "" -#: ../../docs/tutorials/audio/audio_effects.rst:216 +#: ../../docs/tutorials/audio/audio_effects.rst:229 msgid "This effect uses a few algorithms to enhance a signal's stereo width." msgstr "" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index b962c3cb29..178a670550 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index a30f971937..cbaff87f87 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/audio/index.rst:4 +#: ../../docs/tutorials/audio/index.rst:6 msgid "Audio" msgstr "" diff --git a/sphinx/templates/tutorials/audio/recording_with_microphone.pot b/sphinx/templates/tutorials/audio/recording_with_microphone.pot index 9fa5daaf4e..f6aace7ab8 100644 --- a/sphinx/templates/tutorials/audio/recording_with_microphone.pot +++ b/sphinx/templates/tutorials/audio/recording_with_microphone.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -29,7 +29,7 @@ msgid "A simple demo is included in the official demo projects and will be used msgstr "" #: ../../docs/tutorials/audio/recording_with_microphone.rst:15 -msgid "You will need to enable audio input in the project settings, or you'll just get empty audio files." +msgid "You will need to enable audio input in the project settings ``Project Settings -> Audio -> Driver -> Enable Input``, or you'll just get empty audio files." msgstr "" #: ../../docs/tutorials/audio/recording_with_microphone.rst:18 diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index 984c8337d6..7669e7b6d9 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/text_to_speech.pot b/sphinx/templates/tutorials/audio/text_to_speech.pot index 5465120087..286828f5a9 100644 --- a/sphinx/templates/tutorials/audio/text_to_speech.pot +++ b/sphinx/templates/tutorials/audio/text_to_speech.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot index 0212afe90a..8ec0714b4b 100644 --- a/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/data_preferences.pot b/sphinx/templates/tutorials/best_practices/data_preferences.pot index 533d66db41..0eb7c6149d 100644 --- a/sphinx/templates/tutorials/best_practices/data_preferences.pot +++ b/sphinx/templates/tutorials/best_practices/data_preferences.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -173,7 +173,7 @@ msgid "Maintaining an ever-growing size for the table." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:130 -msgid "HashMaps maintain gaps of unused memory interspersed in the table on purpose to reduce hash collisions and maintain the speed of accesses. This is why it constantly increases in size quadratically by powers of 2." +msgid "HashMaps maintain gaps of unused memory interspersed in the table on purpose to reduce hash collisions and maintain the speed of accesses. This is why it constantly increases in size exponentially by powers of 2." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:135 diff --git a/sphinx/templates/tutorials/best_practices/godot_interfaces.pot b/sphinx/templates/tutorials/best_practices/godot_interfaces.pot index 5458bf8c83..36144cd86e 100644 --- a/sphinx/templates/tutorials/best_practices/godot_interfaces.pot +++ b/sphinx/templates/tutorials/best_practices/godot_interfaces.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/godot_notifications.pot b/sphinx/templates/tutorials/best_practices/godot_notifications.pot index 2192625cc2..3ddef95dca 100644 --- a/sphinx/templates/tutorials/best_practices/godot_notifications.pot +++ b/sphinx/templates/tutorials/best_practices/godot_notifications.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/index.pot b/sphinx/templates/tutorials/best_practices/index.pot index 5651b3ad8b..186fea7e39 100644 --- a/sphinx/templates/tutorials/best_practices/index.pot +++ b/sphinx/templates/tutorials/best_practices/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/best_practices/index.rst:2 +#: ../../docs/tutorials/best_practices/index.rst:4 msgid "Best practices" msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot b/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot index 7bc0a20c7f..918c6f8556 100644 --- a/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/logic_preferences.pot b/sphinx/templates/tutorials/best_practices/logic_preferences.pot index b357b3635f..0721125f05 100644 --- a/sphinx/templates/tutorials/best_practices/logic_preferences.pot +++ b/sphinx/templates/tutorials/best_practices/logic_preferences.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/node_alternatives.pot b/sphinx/templates/tutorials/best_practices/node_alternatives.pot index 5db3023ea5..85e12161af 100644 --- a/sphinx/templates/tutorials/best_practices/node_alternatives.pot +++ b/sphinx/templates/tutorials/best_practices/node_alternatives.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/project_organization.pot b/sphinx/templates/tutorials/best_practices/project_organization.pot index ce0513d3bd..53836c3e6b 100644 --- a/sphinx/templates/tutorials/best_practices/project_organization.pot +++ b/sphinx/templates/tutorials/best_practices/project_organization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/scene_organization.pot b/sphinx/templates/tutorials/best_practices/scene_organization.pot index add4411870..0d85b6ca6b 100644 --- a/sphinx/templates/tutorials/best_practices/scene_organization.pot +++ b/sphinx/templates/tutorials/best_practices/scene_organization.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot b/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot index 9ca736b9f5..1b3d14f075 100644 --- a/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/version_control_systems.pot b/sphinx/templates/tutorials/best_practices/version_control_systems.pot index ba8be206da..5158b7f3af 100644 --- a/sphinx/templates/tutorials/best_practices/version_control_systems.pot +++ b/sphinx/templates/tutorials/best_practices/version_control_systems.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot b/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot index 12f616c668..21f2735281 100644 --- a/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/command_line_tutorial.pot b/sphinx/templates/tutorials/editor/command_line_tutorial.pot index 5e788a54b0..93ed3872f5 100644 --- a/sphinx/templates/tutorials/editor/command_line_tutorial.pot +++ b/sphinx/templates/tutorials/editor/command_line_tutorial.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -36,14 +36,90 @@ msgstr "" msgid "Command line reference" msgstr "" +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 #: ../../docs/tutorials/editor/command_line_tutorial.rst:30 msgid "release" msgstr "" +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 #: ../../docs/tutorials/editor/command_line_tutorial.rst:31 msgid "debug" msgstr "" +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 #: ../../docs/tutorials/editor/command_line_tutorial.rst:32 msgid "editor" msgstr "" @@ -569,274 +645,282 @@ msgid "|release| Only parse for errors and quit (use with ``--script``)." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:195 -msgid "``--export-release ``" +msgid "``--import``" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:195 -msgid "|editor| Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. ```` should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist." +msgid "|editor| Starts the editor, waits for any resources to be imported, and then quits. Implies ``--editor`` and ``--quit``." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:199 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:197 +msgid "``--export-release ``" +msgstr "" + +#: ../../docs/tutorials/editor/command_line_tutorial.rst:197 +msgid "|editor| Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. ```` should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist. Implies ``--import``." +msgstr "" + +#: ../../docs/tutorials/editor/command_line_tutorial.rst:201 msgid "``--export-debug ``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:199 -msgid "|editor| Like ``--export-release``, but use debug template." +#: ../../docs/tutorials/editor/command_line_tutorial.rst:201 +msgid "|editor| Like ``--export-release``, but use debug template. Implies ``--import``." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:201 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:203 msgid "``--export-pack ``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:201 -msgid "|editor| Like ``--export-release``, but only export the game pack for the given preset. The ```` extension determines whether it will be in PCK or ZIP format." +#: ../../docs/tutorials/editor/command_line_tutorial.rst:203 +msgid "|editor| Like ``--export-release``, but only export the game pack for the given preset. The ```` extension determines whether it will be in PCK or ZIP format. Implies ``--import``." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:204 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:206 msgid "``--convert-3to4 [] []``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:204 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:206 msgid "|editor| Convert project from Godot 3.x to Godot 4.x." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:206 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:208 msgid "``--validate-conversion-3to4 [] []``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:206 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:208 msgid "|editor| Show what elements will be renamed when converting project from Godot 3.x to Godot 4.x." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:208 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:210 msgid "``--doctool []``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:208 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:210 msgid "|editor| Dump the engine API reference to the given ```` in XML format, merging if existing files are found." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:210 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:212 msgid "``--no-docbase``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:210 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:212 msgid "|editor| Disallow dumping the base types (used with ``--doctool``)." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:212 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:214 msgid "``--gdscript-docs ``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:212 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:214 msgid "|editor| Rather than dumping the engine API, generate API reference from the inline documentation in the GDScript files found in (used with ``--doctool``)." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:215 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:217 msgid "``--build-solutions``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:215 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:217 msgid "|editor| Build the scripting solutions (e.g. for C# projects). Implies ``--editor`` and requires a valid project to edit." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:217 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:219 msgid "``--dump-gdextension-interface``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:217 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:219 msgid "|editor| Generate GDExtension header file 'gdnative_interface.h' in the current folder. This file is the base file required to implement a GDExtension." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:219 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:221 msgid "``--dump-extension-api``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:219 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:221 msgid "|editor| Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:221 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:223 msgid "``--validate-extension-api ``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:221 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:223 msgid "|editor| Validate an extension API file dumped (with the option above) from a previous version of the engine to ensure API compatibility. If incompatibilities or errors are detected, the return code will be non-zero." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:224 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:226 msgid "``--benchmark``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:224 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:226 msgid "|editor| Benchmark the run time and print it to console." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:226 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:228 msgid "``--benchmark-file ``" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:226 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:228 msgid "|editor| Benchmark the run time and save it to a given file in JSON format. The path should be absolute." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:230 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:232 msgid "Path" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:232 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:234 msgid "It is recommended to place your Godot editor binary in your ``PATH`` environment variable, so it can be executed easily from any place by typing ``godot``. You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and making sure it is called ``godot`` (case-sensitive)." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:237 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:239 msgid "To achieve this on Windows or macOS easily, you can install Godot using `Scoop `__ (on Windows) or `Homebrew `__ (on macOS). This will automatically make the copy of Godot installed available in the ``PATH``:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:261 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:263 msgid "Setting the project path" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:263 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:265 msgid "Depending on where your Godot binary is located and what your current working directory is, you may need to set the path to your project for any of the following commands to work correctly." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:267 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:269 msgid "When running the editor, this can be done by giving the path to the ``project.godot`` file of your project as either the first argument, like this:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:274 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:276 msgid "For all commands, this can be done by using the ``--path`` argument:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:280 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:282 msgid "For example, the full command for exporting your game (as explained below) might look like this:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:286 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:288 msgid "When starting from a subdirectory of your project, use the ``--upwards`` argument for Godot to automatically find the ``project.godot`` file by recursively searching the parent directories." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:289 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:291 msgid "For example, running a scene (as explained below) nested in a subdirectory might look like this when your working directory is in the same path:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:300 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:302 msgid "Creating a project" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:303 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:305 msgid "Creating a project from the command line can be done by navigating the shell to the desired place and making a ``project.godot`` file." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:314 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:316 msgid "The project can now be opened with Godot." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:318 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:320 msgid "Running the editor" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:320 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:322 msgid "Running the editor is done by executing Godot with the ``-e`` flag. This must be done from within the project directory or by setting the project path as explained above, otherwise the command is ignored and the Project Manager appears." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:328 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:330 msgid "When passing in the full path to the ``project.godot`` file, the ``-e`` flag may be omitted." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:330 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:332 msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:338 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:340 msgid "Erasing a scene" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:340 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:342 msgid "Godot is friends with your filesystem and will not create extra metadata files. Use ``rm`` to erase a scene file. Make sure nothing references that scene. Otherwise, an error will be thrown upon opening the project." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:349 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:351 msgid "Running the game" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:351 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:353 msgid "To run the game, execute Godot within the project directory or with the project path as explained above." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:357 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:359 msgid "Note that passing in the ``project.godot`` file will always run the editor instead of running the game." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:359 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:361 msgid "When a specific scene needs to be tested, pass that scene to the command line." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:366 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:368 msgid "Debugging" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:368 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:370 msgid "Catching errors in the command line can be a difficult task because they scroll quickly. For this, a command line debugger is provided by adding ``-d``. It works for running either the game or a single scene." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:383 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:385 msgid "Exporting" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:385 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:387 msgid "Exporting the project from the command line is also supported. This is especially useful for continuous integration setups." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:390 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:392 msgid "Using the ``--headless`` command line argument is **required** on platforms that do not have GPU access (such as continuous integration). On platforms with GPU access, ``--headless`` prevents a window from spawning while the project is exporting." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:403 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:405 msgid "The preset name must match the name of an export preset defined in the project's ``export_presets.cfg`` file. If the preset name contains spaces or special characters (such as \"Windows Desktop\"), it must be surrounded with quotes." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:407 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:409 msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export-release``. Their parameters and usage are the same." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:410 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:412 msgid "To export only a PCK file, use the ``--export-pack`` option followed by the preset name and output path, with the file extension, instead of ``--export-release`` or ``--export-debug``. The output path extension determines the package's format, either PCK or ZIP." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:417 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:419 msgid "When specifying a relative path as the path for ``--export-release``, ``--export-debug`` or ``--export-pack``, the path will be relative to the directory containing the ``project.godot`` file, **not** relative to the current working directory." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:422 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:424 msgid "Running a script" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:424 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:426 msgid "It is possible to run a ``.gd`` script from the command line. This feature is especially useful in large projects, e.g. for batch conversion of assets or custom import/export." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:428 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:430 msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:430 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:432 msgid "Here is an example ``sayhello.gd``, showing how it works:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:441 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:443 msgid "And how to run it:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:448 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:450 msgid "If no ``project.godot`` exists at the path, current path is assumed to be the current working directory (unless ``--path`` is specified)." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:451 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:453 msgid "The first line of ``sayhello.gd`` above is commonly referred to as a *shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows you to run the script as follows in modern Linux distributions, as well as macOS:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:463 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:465 msgid "If the above doesn't work in your current version of Linux or macOS, you can always have the shebang run Godot straight from where it is located as follows:" msgstr "" diff --git a/sphinx/templates/tutorials/editor/customizing_editor.pot b/sphinx/templates/tutorials/editor/customizing_editor.pot index b0d521cbb3..cc7fa3e6cb 100644 --- a/sphinx/templates/tutorials/editor/customizing_editor.pot +++ b/sphinx/templates/tutorials/editor/customizing_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -32,6 +32,7 @@ msgstr "" msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically:" msgstr "" +#: ../../docs/tutorials/editor/customizing_editor.rst:20 #: ../../docs/tutorials/editor/customizing_editor.rst:20 msgid "Resizing a dock in the editor" msgstr "" @@ -40,6 +41,7 @@ msgstr "" msgid "Click the \"3 vertical dots\" icon at the top of any dock to change its location, or split it to a separate window by choosing **Make Floating** in the submenu that appears:" msgstr "" +#: ../../docs/tutorials/editor/customizing_editor.rst:29 #: ../../docs/tutorials/editor/customizing_editor.rst:29 msgid "Moving a dock in the editor" msgstr "" @@ -68,6 +70,7 @@ msgstr "" msgid "To split the script editor to its own window, click the corresponding button in the top-right corner of the script editor:" msgstr "" +#: ../../docs/tutorials/editor/customizing_editor.rst:62 #: ../../docs/tutorials/editor/customizing_editor.rst:62 msgid "Splitting the script editor to its own window" msgstr "" @@ -76,6 +79,7 @@ msgstr "" msgid "To split the shader editor to its own window, click the corresponding button in the top-right corner of the script editor:" msgstr "" +#: ../../docs/tutorials/editor/customizing_editor.rst:71 #: ../../docs/tutorials/editor/customizing_editor.rst:71 msgid "Splitting the shader editor to its own window" msgstr "" @@ -152,6 +156,7 @@ msgstr "" msgid "In the **Editor** menu at the top of the editor, you can find an **Editor Settings** option. This opens a window similar to the Project Settings, but with settings used by the editor. These settings are shared across all projects and are not saved in the project files." msgstr "" +#: ../../docs/tutorials/editor/customizing_editor.rst:142 #: ../../docs/tutorials/editor/customizing_editor.rst:142 msgid "The Editor Settings window" msgstr "" diff --git a/sphinx/templates/tutorials/editor/default_key_mapping.pot b/sphinx/templates/tutorials/editor/default_key_mapping.pot index df11981c1b..f9bd4077ed 100644 --- a/sphinx/templates/tutorials/editor/default_key_mapping.pot +++ b/sphinx/templates/tutorials/editor/default_key_mapping.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/editor/default_key_mapping.rst:-1 +#: ../../docs/tutorials/editor/default_key_mapping.rst:3 msgid "cheatsheet, cheat sheet, shortcut" msgstr "" @@ -113,7 +113,7 @@ msgid ":kbd:`Ctrl + F1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:31 -msgid ":kbd:`Alt + 1`" +msgid ":kbd:`Opt + 1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:31 @@ -130,7 +130,7 @@ msgid ":kbd:`Ctrl + F2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:33 -msgid ":kbd:`Alt + 2`" +msgid ":kbd:`Opt + 2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:33 @@ -146,7 +146,7 @@ msgid ":kbd:`Ctrl + F3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:35 -msgid ":kbd:`Alt + 3`" +msgid ":kbd:`Opt + 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:35 @@ -162,7 +162,7 @@ msgid ":kbd:`F1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:37 -msgid ":kbd:`Alt + Space`" +msgid ":kbd:`Opt + Space`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:37 @@ -226,7 +226,7 @@ msgid ":kbd:`Ctrl + Alt + P`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:45 -msgid ":kbd:`Cmd + Alt + P`" +msgid ":kbd:`Opt + Cmd + P`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:45 @@ -326,7 +326,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:57 #: ../../docs/tutorials/editor/default_key_mapping.rst:325 -msgid ":kbd:`Cmd + Shift + Alt + S`" +msgid ":kbd:`Cmd + Shift + Opt + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:57 @@ -341,6 +341,10 @@ msgstr "" msgid ":kbd:`Shift + Alt + O`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:59 +msgid ":kbd:`Shift + Opt + O`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:59 msgid "``editor/quick_open``" msgstr "" @@ -370,7 +374,7 @@ msgid ":kbd:`Ctrl + Alt + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:63 -msgid ":kbd:`Cmd + Alt + O`" +msgid ":kbd:`Opt + Cmd + O`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:63 @@ -438,7 +442,7 @@ msgid ":kbd:`Ctrl + Shift + Q`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:71 -msgid ":kbd:`Shift + Alt + Q`" +msgid ":kbd:`Shift + Opt + Q`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:71 @@ -483,6 +487,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:77 #: ../../docs/tutorials/editor/default_key_mapping.rst:382 +#: ../../docs/tutorials/editor/default_key_mapping.rst:382 msgid ":kbd:`F5`" msgstr "" @@ -566,6 +571,7 @@ msgstr "" msgid "Expand Bottom Panel" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:87 #: ../../docs/tutorials/editor/default_key_mapping.rst:87 msgid ":kbd:`Shift + F12`" msgstr "" @@ -638,6 +644,7 @@ msgstr "" msgid "Pan View" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:102 #: ../../docs/tutorials/editor/default_key_mapping.rst:102 msgid ":kbd:`Space`" msgstr "" @@ -651,8 +658,11 @@ msgstr "" msgid "Select Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:104 #: ../../docs/tutorials/editor/default_key_mapping.rst:104 #: ../../docs/tutorials/editor/default_key_mapping.rst:161 +#: ../../docs/tutorials/editor/default_key_mapping.rst:161 +#: ../../docs/tutorials/editor/default_key_mapping.rst:167 #: ../../docs/tutorials/editor/default_key_mapping.rst:167 msgid ":kbd:`Q`" msgstr "" @@ -666,8 +676,11 @@ msgstr "" msgid "Move Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:106 #: ../../docs/tutorials/editor/default_key_mapping.rst:106 #: ../../docs/tutorials/editor/default_key_mapping.rst:155 +#: ../../docs/tutorials/editor/default_key_mapping.rst:155 +#: ../../docs/tutorials/editor/default_key_mapping.rst:169 #: ../../docs/tutorials/editor/default_key_mapping.rst:169 msgid ":kbd:`W`" msgstr "" @@ -682,8 +695,12 @@ msgid "Rotate Mode" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:108 +#: ../../docs/tutorials/editor/default_key_mapping.rst:108 +#: ../../docs/tutorials/editor/default_key_mapping.rst:159 #: ../../docs/tutorials/editor/default_key_mapping.rst:159 #: ../../docs/tutorials/editor/default_key_mapping.rst:171 +#: ../../docs/tutorials/editor/default_key_mapping.rst:171 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid ":kbd:`E`" msgstr "" @@ -697,8 +714,11 @@ msgstr "" msgid "Scale Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:110 #: ../../docs/tutorials/editor/default_key_mapping.rst:110 #: ../../docs/tutorials/editor/default_key_mapping.rst:157 +#: ../../docs/tutorials/editor/default_key_mapping.rst:157 +#: ../../docs/tutorials/editor/default_key_mapping.rst:460 #: ../../docs/tutorials/editor/default_key_mapping.rst:460 msgid ":kbd:`S`" msgstr "" @@ -711,8 +731,11 @@ msgstr "" msgid "Ruler Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:112 #: ../../docs/tutorials/editor/default_key_mapping.rst:112 #: ../../docs/tutorials/editor/default_key_mapping.rst:173 +#: ../../docs/tutorials/editor/default_key_mapping.rst:173 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 #: ../../docs/tutorials/editor/default_key_mapping.rst:476 msgid ":kbd:`R`" msgstr "" @@ -725,6 +748,7 @@ msgstr "" msgid "Use Smart Snap" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:114 #: ../../docs/tutorials/editor/default_key_mapping.rst:114 msgid ":kbd:`Shift + S`" msgstr "" @@ -737,6 +761,7 @@ msgstr "" msgid "Use Grid Snap" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:116 #: ../../docs/tutorials/editor/default_key_mapping.rst:116 msgid ":kbd:`Shift + G`" msgstr "" @@ -749,6 +774,7 @@ msgstr "" msgid "Multiply grid step by 2" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:118 #: ../../docs/tutorials/editor/default_key_mapping.rst:118 msgid ":kbd:`Num *`" msgstr "" @@ -761,6 +787,7 @@ msgstr "" msgid "Divide grid step by 2" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:120 #: ../../docs/tutorials/editor/default_key_mapping.rst:120 msgid ":kbd:`Num /`" msgstr "" @@ -773,6 +800,7 @@ msgstr "" msgid "Always Show Grid" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:122 #: ../../docs/tutorials/editor/default_key_mapping.rst:122 msgid ":kbd:`G`" msgstr "" @@ -785,6 +813,7 @@ msgstr "" msgid "Show Helpers" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:124 #: ../../docs/tutorials/editor/default_key_mapping.rst:124 msgid ":kbd:`H`" msgstr "" @@ -798,6 +827,8 @@ msgid "Show Guides" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:126 +#: ../../docs/tutorials/editor/default_key_mapping.rst:126 +#: ../../docs/tutorials/editor/default_key_mapping.rst:177 #: ../../docs/tutorials/editor/default_key_mapping.rst:177 msgid ":kbd:`Y`" msgstr "" @@ -811,6 +842,8 @@ msgid "Center Selection" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:128 +#: ../../docs/tutorials/editor/default_key_mapping.rst:128 +#: ../../docs/tutorials/editor/default_key_mapping.rst:199 #: ../../docs/tutorials/editor/default_key_mapping.rst:199 msgid ":kbd:`F`" msgstr "" @@ -824,6 +857,8 @@ msgid "Frame Selection" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:130 +#: ../../docs/tutorials/editor/default_key_mapping.rst:130 +#: ../../docs/tutorials/editor/default_key_mapping.rst:149 #: ../../docs/tutorials/editor/default_key_mapping.rst:149 msgid ":kbd:`Shift + F`" msgstr "" @@ -852,6 +887,7 @@ msgstr "" msgid "Insert Key" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:134 #: ../../docs/tutorials/editor/default_key_mapping.rst:134 msgid ":kbd:`Ins`" msgstr "" @@ -899,6 +935,7 @@ msgstr "" msgid "Clear Pose" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:140 #: ../../docs/tutorials/editor/default_key_mapping.rst:140 msgid ":kbd:`Shift + K`" msgstr "" @@ -923,6 +960,7 @@ msgstr "" msgid "Freelook Left" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:151 #: ../../docs/tutorials/editor/default_key_mapping.rst:151 msgid ":kbd:`A`" msgstr "" @@ -936,6 +974,8 @@ msgid "Freelook Right" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:153 +#: ../../docs/tutorials/editor/default_key_mapping.rst:153 +#: ../../docs/tutorials/editor/default_key_mapping.rst:472 #: ../../docs/tutorials/editor/default_key_mapping.rst:472 msgid ":kbd:`D`" msgstr "" @@ -980,6 +1020,7 @@ msgstr "" msgid "Freelook Speed Modifier" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:163 #: ../../docs/tutorials/editor/default_key_mapping.rst:163 msgid ":kbd:`Shift`" msgstr "" @@ -996,6 +1037,10 @@ msgstr "" msgid ":kbd:`Alt`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:165 +msgid ":kbd:`Opt`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:165 msgid "``spatial_editor/freelook_slow_modifier``" msgstr "" @@ -1020,6 +1065,7 @@ msgstr "" msgid "Use Local Space" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:175 #: ../../docs/tutorials/editor/default_key_mapping.rst:175 msgid ":kbd:`T`" msgstr "" @@ -1041,6 +1087,8 @@ msgid "Snap Object to Floor" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:179 +#: ../../docs/tutorials/editor/default_key_mapping.rst:179 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 #: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid ":kbd:`PgDown`" msgstr "" @@ -1053,6 +1101,7 @@ msgstr "" msgid "Top View" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:181 #: ../../docs/tutorials/editor/default_key_mapping.rst:181 msgid ":kbd:`Num 7`" msgstr "" @@ -1069,6 +1118,10 @@ msgstr "" msgid ":kbd:`Alt + Num 7`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:183 +msgid ":kbd:`Opt + Num 7`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:183 msgid "``spatial_editor/bottom_view``" msgstr "" @@ -1077,6 +1130,7 @@ msgstr "" msgid "Front View" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:185 #: ../../docs/tutorials/editor/default_key_mapping.rst:185 msgid ":kbd:`Num 1`" msgstr "" @@ -1093,6 +1147,10 @@ msgstr "" msgid ":kbd:`Alt + Num 1`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:187 +msgid ":kbd:`Opt + Num 1`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:187 msgid "``spatial_editor/rear_view``" msgstr "" @@ -1101,6 +1159,7 @@ msgstr "" msgid "Right View" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:189 #: ../../docs/tutorials/editor/default_key_mapping.rst:189 msgid ":kbd:`Num 3`" msgstr "" @@ -1117,6 +1176,10 @@ msgstr "" msgid ":kbd:`Alt + Num 3`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:191 +msgid ":kbd:`Opt + Num 3`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:191 msgid "``spatial_editor/left_view``" msgstr "" @@ -1125,6 +1188,7 @@ msgstr "" msgid "Switch Perspective/Orthogonal View" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:193 #: ../../docs/tutorials/editor/default_key_mapping.rst:193 msgid ":kbd:`Num 5`" msgstr "" @@ -1137,6 +1201,7 @@ msgstr "" msgid "Insert Animation Key" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:195 #: ../../docs/tutorials/editor/default_key_mapping.rst:195 msgid ":kbd:`K`" msgstr "" @@ -1149,6 +1214,7 @@ msgstr "" msgid "Focus Origin" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:197 #: ../../docs/tutorials/editor/default_key_mapping.rst:197 msgid ":kbd:`O`" msgstr "" @@ -1174,7 +1240,7 @@ msgid ":kbd:`Ctrl + Alt + M`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:201 -msgid ":kbd:`Cmd + Alt + M`" +msgid ":kbd:`Opt + Cmd + M`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:201 @@ -1191,7 +1257,8 @@ msgid ":kbd:`Ctrl + Alt + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:203 -msgid ":kbd:`Cmd + Alt + F`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:240 +msgid ":kbd:`Opt + Cmd + F`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:203 @@ -1239,7 +1306,7 @@ msgid ":kbd:`Ctrl + Alt + 2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:209 -msgid ":kbd:`Cmd + Alt + 2`" +msgid ":kbd:`Opt + Cmd + 2`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:209 @@ -1271,7 +1338,7 @@ msgid ":kbd:`Ctrl + Alt + 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:213 -msgid ":kbd:`Cmd + Alt + 3`" +msgid ":kbd:`Opt + Cmd + 3`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:213 @@ -1400,6 +1467,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:234 #: ../../docs/tutorials/editor/default_key_mapping.rst:307 +#: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid ":kbd:`F3`" msgstr "" @@ -1418,6 +1486,7 @@ msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:236 #: ../../docs/tutorials/editor/default_key_mapping.rst:309 +#: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid ":kbd:`Shift + F3`" msgstr "" @@ -1456,10 +1525,6 @@ msgstr "" msgid ":kbd:`Ctrl + R`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:240 -msgid ":kbd:`Alt + Cmd + F`" -msgstr "" - #: ../../docs/tutorials/editor/default_key_mapping.rst:240 msgid "``script_text_editor/replace``" msgstr "" @@ -1504,6 +1569,11 @@ msgstr "" msgid ":kbd:`Alt + Up Arrow`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:248 +#: ../../docs/tutorials/editor/default_key_mapping.rst:380 +msgid ":kbd:`Opt + Up Arrow`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:248 msgid "``script_text_editor/move_up``" msgstr "" @@ -1518,6 +1588,10 @@ msgstr "" msgid ":kbd:`Alt + Down Arrow`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:250 +msgid ":kbd:`Opt + Down Arrow`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:250 msgid "``script_text_editor/move_down``" msgstr "" @@ -1595,6 +1669,7 @@ msgstr "" msgid "Complete Symbol" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:260 #: ../../docs/tutorials/editor/default_key_mapping.rst:260 msgid ":kbd:`Ctrl + Space`" msgstr "" @@ -1628,7 +1703,7 @@ msgid ":kbd:`Ctrl + Alt + T`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:264 -msgid ":kbd:`Cmd + Alt + T`" +msgid ":kbd:`Opt + Cmd + T`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:264 @@ -1639,6 +1714,7 @@ msgstr "" msgid "Uppercase" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:266 #: ../../docs/tutorials/editor/default_key_mapping.rst:266 msgid ":kbd:`Shift + F4`" msgstr "" @@ -1651,6 +1727,7 @@ msgstr "" msgid "Lowercase" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:268 #: ../../docs/tutorials/editor/default_key_mapping.rst:268 msgid ":kbd:`Shift + F5`" msgstr "" @@ -1663,6 +1740,7 @@ msgstr "" msgid "Capitalize" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:270 #: ../../docs/tutorials/editor/default_key_mapping.rst:270 msgid ":kbd:`Shift + F6`" msgstr "" @@ -1728,7 +1806,7 @@ msgid ":kbd:`Ctrl + Alt + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:278 -msgid ":kbd:`Cmd + Alt + B`" +msgid ":kbd:`Opt + Cmd + B`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:278 @@ -1848,7 +1926,7 @@ msgid ":kbd:`Alt + F1`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:296 -msgid ":kbd:`Alt + Shift + Space`" +msgid ":kbd:`Opt + Shift + Space`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:296 @@ -1879,6 +1957,10 @@ msgstr "" msgid ":kbd:`Shift + Alt + Up Arrow`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:313 +msgid ":kbd:`Shift + Opt + Up Arrow`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid "``script_editor/window_move_up``" msgstr "" @@ -1887,6 +1969,10 @@ msgstr "" msgid ":kbd:`Shift + Alt + Down Arrow`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:315 +msgid ":kbd:`Shift + Opt + Down Arrow`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid "``script_editor/window_move_down``" msgstr "" @@ -1940,7 +2026,7 @@ msgid ":kbd:`Ctrl + Alt + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:323 -msgid ":kbd:`Cmd + Alt + S`" +msgid ":kbd:`Opt + Cmd + S`" msgstr "" #: ../../docs/tutorials/editor/default_key_mapping.rst:323 @@ -1972,6 +2058,11 @@ msgstr "" msgid ":kbd:`Alt + Left Arrow`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:329 +#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +msgid ":kbd:`Opt + Left Arrow`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid "``script_editor/history_previous``" msgstr "" @@ -1985,6 +2076,11 @@ msgstr "" msgid ":kbd:`Alt + Right Arrow`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:331 +#: ../../docs/tutorials/editor/default_key_mapping.rst:378 +msgid ":kbd:`Opt + Right Arrow`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:331 msgid "``script_editor/history_next``" msgstr "" @@ -2082,6 +2178,7 @@ msgstr "" msgid "Step Into" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:363 #: ../../docs/tutorials/editor/default_key_mapping.rst:363 msgid ":kbd:`F11`" msgstr "" @@ -2094,6 +2191,7 @@ msgstr "" msgid "Step Over" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:365 #: ../../docs/tutorials/editor/default_key_mapping.rst:365 msgid ":kbd:`F10`" msgstr "" @@ -2106,6 +2204,7 @@ msgstr "" msgid "Continue" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:367 #: ../../docs/tutorials/editor/default_key_mapping.rst:367 msgid ":kbd:`F12`" msgstr "" @@ -2170,6 +2269,10 @@ msgstr "" msgid "Toggle Favorite" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:386 +msgid ":kbd:`Opt + F`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:386 msgid "``file_dialog/toggle_favorite``" msgstr "" @@ -2182,6 +2285,10 @@ msgstr "" msgid ":kbd:`Alt + V`" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:388 +msgid ":kbd:`Opt + V`" +msgstr "" + #: ../../docs/tutorials/editor/default_key_mapping.rst:388 msgid "``file_dialog/toggle_mode``" msgstr "" @@ -2359,6 +2466,7 @@ msgstr "" msgid "Force Delete" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:428 #: ../../docs/tutorials/editor/default_key_mapping.rst:428 msgid ":kbd:`Shift + Del`" msgstr "" @@ -2480,6 +2588,7 @@ msgstr "" msgid "Cancel" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:470 #: ../../docs/tutorials/editor/default_key_mapping.rst:470 msgid ":kbd:`Esc`" msgstr "" @@ -2500,6 +2609,7 @@ msgstr "" msgid "Line" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 #: ../../docs/tutorials/editor/default_key_mapping.rst:474 msgid ":kbd:`L`" msgstr "" @@ -2520,6 +2630,7 @@ msgstr "" msgid "Bucket" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 #: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid ":kbd:`B`" msgstr "" @@ -2532,6 +2643,7 @@ msgstr "" msgid "Picker" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 #: ../../docs/tutorials/editor/default_key_mapping.rst:480 msgid ":kbd:`P`" msgstr "" @@ -2552,6 +2664,7 @@ msgstr "" msgid "Flip Horizontally" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid ":kbd:`C`" msgstr "" @@ -2564,6 +2677,7 @@ msgstr "" msgid "Flip Vertically" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:486 #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid ":kbd:`V`" msgstr "" @@ -2576,6 +2690,7 @@ msgstr "" msgid "Rotate Left" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 #: ../../docs/tutorials/editor/default_key_mapping.rst:488 msgid ":kbd:`Z`" msgstr "" @@ -2588,6 +2703,7 @@ msgstr "" msgid "Rotate Right" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:490 #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid ":kbd:`X`" msgstr "" @@ -2612,6 +2728,7 @@ msgstr "" msgid "Previous Coordinate" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 #: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid ":kbd:`PgUp`" msgstr "" @@ -2624,6 +2741,7 @@ msgstr "" msgid "Region Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 #: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid ":kbd:`1`" msgstr "" @@ -2636,6 +2754,7 @@ msgstr "" msgid "Collision Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 #: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid ":kbd:`2`" msgstr "" @@ -2648,6 +2767,7 @@ msgstr "" msgid "Occlusion Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 #: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid ":kbd:`3`" msgstr "" @@ -2660,6 +2780,7 @@ msgstr "" msgid "Navigation Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 #: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid ":kbd:`4`" msgstr "" @@ -2672,6 +2793,7 @@ msgstr "" msgid "Bitmask Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 #: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid ":kbd:`5`" msgstr "" @@ -2684,6 +2806,7 @@ msgstr "" msgid "Priority Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 #: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid ":kbd:`6`" msgstr "" @@ -2696,6 +2819,7 @@ msgstr "" msgid "Icon Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 #: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid ":kbd:`7`" msgstr "" @@ -2708,6 +2832,7 @@ msgstr "" msgid "Z Index Mode" msgstr "" +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 #: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid ":kbd:`8`" msgstr "" diff --git a/sphinx/templates/tutorials/editor/external_editor.pot b/sphinx/templates/tutorials/editor/external_editor.pot index 9459c7d284..de7e9078eb 100644 --- a/sphinx/templates/tutorials/editor/external_editor.pot +++ b/sphinx/templates/tutorials/editor/external_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -24,193 +24,197 @@ msgstr "" msgid "This page explains how to code using an external text editor." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:8 +#: ../../docs/tutorials/editor/external_editor.rst:10 +msgid "To code C# in an external editor, see :ref:`the C# guide to configure an external editor `." +msgstr "" + +#: ../../docs/tutorials/editor/external_editor.rst:13 msgid "Godot can be used with an external text editor, such as Sublime Text or Visual Studio Code. Browse to the relevant editor settings: **Editor > Editor Settings > Text Editor > External**" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:16 +#: ../../docs/tutorials/editor/external_editor.rst:21 msgid "Text Editor > External section of the Editor Settings" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:16 +#: ../../docs/tutorials/editor/external_editor.rst:21 msgid "**Text Editor > External** section of the Editor Settings" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:18 +#: ../../docs/tutorials/editor/external_editor.rst:23 msgid "There are two text fields: the executable path and command-line flags. The flags allow you to integrate the editor with Godot, passing it the file path to open and other relevant arguments. Godot will replace the following placeholders in the flags string:" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:24 +#: ../../docs/tutorials/editor/external_editor.rst:29 msgid "Field in Exec Flags" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:24 +#: ../../docs/tutorials/editor/external_editor.rst:29 msgid "Is replaced with" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:26 +#: ../../docs/tutorials/editor/external_editor.rst:31 msgid "``{project}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:26 +#: ../../docs/tutorials/editor/external_editor.rst:31 msgid "The absolute path to the project directory" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:28 +#: ../../docs/tutorials/editor/external_editor.rst:33 msgid "``{file}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:28 +#: ../../docs/tutorials/editor/external_editor.rst:33 msgid "The absolute path to the file" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:30 +#: ../../docs/tutorials/editor/external_editor.rst:35 msgid "``{col}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:30 +#: ../../docs/tutorials/editor/external_editor.rst:35 msgid "The column number of the error" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:32 +#: ../../docs/tutorials/editor/external_editor.rst:37 msgid "``{line}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:32 +#: ../../docs/tutorials/editor/external_editor.rst:37 msgid "The line number of the error" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:35 +#: ../../docs/tutorials/editor/external_editor.rst:40 msgid "Some example **Exec Flags** for various editors include:" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:38 +#: ../../docs/tutorials/editor/external_editor.rst:43 msgid "Editor" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:38 +#: ../../docs/tutorials/editor/external_editor.rst:43 msgid "Exec Flags" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:40 +#: ../../docs/tutorials/editor/external_editor.rst:45 msgid "Geany/Kate" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:40 +#: ../../docs/tutorials/editor/external_editor.rst:45 msgid "``{file} --line {line} --column {col}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:42 +#: ../../docs/tutorials/editor/external_editor.rst:47 msgid "Atom" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:42 +#: ../../docs/tutorials/editor/external_editor.rst:47 msgid "``{file}:{line}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:44 +#: ../../docs/tutorials/editor/external_editor.rst:49 msgid "JetBrains Rider" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:44 +#: ../../docs/tutorials/editor/external_editor.rst:49 msgid "``{project} --line {line} {file}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:46 -#: ../../docs/tutorials/editor/external_editor.rst:87 +#: ../../docs/tutorials/editor/external_editor.rst:51 +#: ../../docs/tutorials/editor/external_editor.rst:92 msgid "Visual Studio Code" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:46 +#: ../../docs/tutorials/editor/external_editor.rst:51 msgid "``{project} --goto {file}:{line}:{col}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:48 +#: ../../docs/tutorials/editor/external_editor.rst:53 msgid "Vim (gVim)" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:48 +#: ../../docs/tutorials/editor/external_editor.rst:53 msgid "``\"+call cursor({line}, {col})\" {file}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:50 -#: ../../docs/tutorials/editor/external_editor.rst:114 +#: ../../docs/tutorials/editor/external_editor.rst:55 +#: ../../docs/tutorials/editor/external_editor.rst:119 msgid "Emacs" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:50 +#: ../../docs/tutorials/editor/external_editor.rst:55 msgid "``emacs +{line}:{col} {file}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:52 +#: ../../docs/tutorials/editor/external_editor.rst:57 msgid "Sublime Text" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:52 +#: ../../docs/tutorials/editor/external_editor.rst:57 msgid "``{project} {file}:{line}:{column}``" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:57 +#: ../../docs/tutorials/editor/external_editor.rst:62 msgid "For Visual Studio Code on Windows, you will have to point to the ``code.cmd`` file." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:60 +#: ../../docs/tutorials/editor/external_editor.rst:65 msgid "For Emacs, you can call ``emacsclient`` instead of ``emacs`` if you use the server mode." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:64 +#: ../../docs/tutorials/editor/external_editor.rst:69 msgid "Using External Editor in Debugger" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:66 +#: ../../docs/tutorials/editor/external_editor.rst:71 msgid "Using external editor in debugger is determined by a separate option in settings. For details, see :ref:`Script editor debug tools and options `." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:70 +#: ../../docs/tutorials/editor/external_editor.rst:75 msgid "Official editor plugins" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:72 +#: ../../docs/tutorials/editor/external_editor.rst:77 msgid "We have official plugins for the following code editors:" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:74 +#: ../../docs/tutorials/editor/external_editor.rst:79 msgid "`Visual Studio Code `_" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:75 +#: ../../docs/tutorials/editor/external_editor.rst:80 msgid "`Emacs `_" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:78 +#: ../../docs/tutorials/editor/external_editor.rst:83 msgid "LSP/DAP support" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:80 +#: ../../docs/tutorials/editor/external_editor.rst:85 msgid "Godot supports the `Language Server Protocol `_ (**LSP**) for code completion and the `Debug Adapter Protocol `_ (**DAP**) for debugging. You can check the `LSP client list `_ and `DAP client list `_ to find if your editor supports them. If this is the case, you should be able to take advantage of these features without the need of a custom plugin." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:82 +#: ../../docs/tutorials/editor/external_editor.rst:87 msgid "To use these protocols, a Godot instance must be running on your current project. You should then configure your editor to communicate to the running adapter ports in Godot, which by default are ``6005`` for **LSP**, and ``6006`` for **DAP**. You can change these ports and other settings in the **Editor Settings**, under the **Network > Language Server** and **Network > Debug Adapter** sections respectively." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:84 +#: ../../docs/tutorials/editor/external_editor.rst:89 msgid "Below are some configuration steps for specific editors:" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:89 +#: ../../docs/tutorials/editor/external_editor.rst:94 msgid "You need to install the official `Visual Studio Code plugin `_." msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:91 +#: ../../docs/tutorials/editor/external_editor.rst:96 msgid "For **LSP**, follow `these instructions `_ to change the default LSP port. The connection status can be checked on the status bar:" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:95 +#: ../../docs/tutorials/editor/external_editor.rst:100 msgid "For **DAP**, specify the ``debugServer`` property in your ``launch.json`` file:" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:116 +#: ../../docs/tutorials/editor/external_editor.rst:121 msgid "Check the official instructions to configure `LSP `_, and `DAP `_." msgstr "" diff --git a/sphinx/templates/tutorials/editor/index.pot b/sphinx/templates/tutorials/editor/index.pot index 1ccda958c6..d9b6816edd 100644 --- a/sphinx/templates/tutorials/editor/index.pot +++ b/sphinx/templates/tutorials/editor/index.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -16,51 +16,51 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/editor/index.rst:4 +#: ../../docs/tutorials/editor/index.rst:5 msgid "Editor introduction" msgstr "" -#: ../../docs/tutorials/editor/index.rst:6 +#: ../../docs/tutorials/editor/index.rst:7 msgid "In this section, we cover the Godot editor in general, from its interface to using it with the command line." msgstr "" -#: ../../docs/tutorials/editor/index.rst:10 +#: ../../docs/tutorials/editor/index.rst:11 msgid "Editor's interface" msgstr "" -#: ../../docs/tutorials/editor/index.rst:12 +#: ../../docs/tutorials/editor/index.rst:13 msgid "The following pages explain how to use the various windows, workspaces, and docks that make up the Godot editor. We cover some specific editors' interface in other sections where appropriate. For example, the :ref:`animation editor `." msgstr "" -#: ../../docs/tutorials/editor/index.rst:28 +#: ../../docs/tutorials/editor/index.rst:29 msgid "Android editor" msgstr "" -#: ../../docs/tutorials/editor/index.rst:30 +#: ../../docs/tutorials/editor/index.rst:31 msgid "Godot offers a native port of the editor running entirely on Android devices. The Android port can be downloaded from the `Android Downloads page `__. While we strive for feature parity with the Desktop version of the editor, the Android port has a certain amount of caveats you should be aware of." msgstr "" -#: ../../docs/tutorials/editor/index.rst:42 +#: ../../docs/tutorials/editor/index.rst:43 msgid "Web editor" msgstr "" -#: ../../docs/tutorials/editor/index.rst:44 +#: ../../docs/tutorials/editor/index.rst:45 msgid "Godot offers an HTML5 version of the editor running entirely in your browser. No download is required to use it, but it has a certain amount of caveats you should be aware of." msgstr "" -#: ../../docs/tutorials/editor/index.rst:55 +#: ../../docs/tutorials/editor/index.rst:56 msgid "Advanced features" msgstr "" -#: ../../docs/tutorials/editor/index.rst:57 +#: ../../docs/tutorials/editor/index.rst:58 msgid "The articles below focus on advanced features useful for experienced developers, such as calling Godot from the command line and using an external text editor like Visual Studio Code or Emacs." msgstr "" -#: ../../docs/tutorials/editor/index.rst:69 +#: ../../docs/tutorials/editor/index.rst:70 msgid "Managing editor features" msgstr "" -#: ../../docs/tutorials/editor/index.rst:71 +#: ../../docs/tutorials/editor/index.rst:72 msgid "Godot allows you to remove features from the editor. This may be useful if you're an educator trying to ease students into the editor slowly, or if you're working on a project that's only 2D or only 3D and don't want to see what you don't need." msgstr "" diff --git a/sphinx/templates/tutorials/editor/inspector_dock.pot b/sphinx/templates/tutorials/editor/inspector_dock.pot index c7c8f26f2b..4754280954 100644 --- a/sphinx/templates/tutorials/editor/inspector_dock.pot +++ b/sphinx/templates/tutorials/editor/inspector_dock.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/managing_editor_features.pot b/sphinx/templates/tutorials/editor/managing_editor_features.pot index fde0372b08..331cb8e198 100644 --- a/sphinx/templates/tutorials/editor/managing_editor_features.pot +++ b/sphinx/templates/tutorials/editor/managing_editor_features.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/project_manager.pot b/sphinx/templates/tutorials/editor/project_manager.pot index 3019dab2b3..897c4189b3 100644 --- a/sphinx/templates/tutorials/editor/project_manager.pot +++ b/sphinx/templates/tutorials/editor/project_manager.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -25,81 +25,109 @@ msgid "When you launch Godot, the first window you see is the Project Manager. I msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:11 -msgid "In the window's top-right corner, a drop-down menu allows you to change the editor's language." +msgid "To change the editors language click on the \"Settings\" Button in the top right corner." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:19 -msgid "Creating and importing projects" -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:21 -msgid "To create a new project:" +#: ../../docs/tutorials/editor/project_manager.rst:16 +msgid "Then on the settings page seelct the language you want from the dropdown menu." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:23 +msgid "Creating and importing projects" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:25 +msgid "To create a new project:" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:27 msgid "Click the **New** button on the top-left of the window." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:24 +#: ../../docs/tutorials/editor/project_manager.rst:28 msgid "Give the project a name, choose an empty folder on your computer to save the files, and select a rendering backend." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:26 +#: ../../docs/tutorials/editor/project_manager.rst:30 msgid "Click the **Create & Edit** button to create the project folder and open it in the editor." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:31 +#: ../../docs/tutorials/editor/project_manager.rst:35 msgid "Using the file browser" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:33 +#: ../../docs/tutorials/editor/project_manager.rst:37 msgid "Click the **Browse** button to open Godot's file browser and pick a location or type the folder's path in the Project Path field." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:38 +#: ../../docs/tutorials/editor/project_manager.rst:42 msgid "When you see the green tick on the right, it means the engine detects an empty folder. You can also click the **Create Folder** button to create an empty folder based on your project's name." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:43 +#: ../../docs/tutorials/editor/project_manager.rst:47 msgid "Opening and importing projects" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:45 +#: ../../docs/tutorials/editor/project_manager.rst:49 msgid "The next time you open the Project Manager, you'll see your new project in the list. Double click on it to open it in the editor." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:50 +#: ../../docs/tutorials/editor/project_manager.rst:54 msgid "You can similarly import existing projects using the **Import** button. Locate the folder that contains the project or the **project.godot** file to import and edit it." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:56 +#: ../../docs/tutorials/editor/project_manager.rst:60 msgid "When the folder path is correct, you'll see a green checkmark." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:61 +#: ../../docs/tutorials/editor/project_manager.rst:65 msgid "Downloading demos and templates" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:63 +#: ../../docs/tutorials/editor/project_manager.rst:67 msgid "From the **Asset Library Projects** tab you can download open source project templates and demos from the :ref:`Asset Library ` to help you get started faster." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:67 -msgid "To download a demo or template:" +#: ../../docs/tutorials/editor/project_manager.rst:71 +msgid "The first time you open this tab you'll notice that it's asking you to go online. For privacy reasons the project manager, and Godot editor, can't access the internet by default. To enable accessing the internet click the \"Go Online\" button. This will also allow project manager to notify you about updates. If you wish to turn this off in the future go into project manager settings and change \"Network Mode\" to \"Offline\"" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:69 +#: ../../docs/tutorials/editor/project_manager.rst:77 +msgid "Now that Godot is connected to the internet you can download a demo or template, to do this:" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:80 msgid "Click on its title." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:70 +#: ../../docs/tutorials/editor/project_manager.rst:81 msgid "On the page that opens, click the download button." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:71 +#: ../../docs/tutorials/editor/project_manager.rst:82 msgid "Once it finished downloading, click install and choose where you want to save the project." msgstr "" +#: ../../docs/tutorials/editor/project_manager.rst:88 +msgid "Managing projects with tags" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:90 +msgid "For users with a lot of projects on one PC it can be a lot to keep track of. To aid in this Godot allows you to create project tags. To add a tag to a project click on the project in the project manager, then click on the \"Manage Tags\" button" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:96 +msgid "This will open up the manage project tags window. To add a tag click the plus button." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:100 +msgid "type out the tag name, and click \"ok\". Your project will now have a tag added to it. These tags can be used for any other project in your project manager. In addition tags will stay with projects. So if you tag your project, send it to another machine and import it into the project manager you will see the tags you created." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:105 +msgid "To remove a tag from your project manager it must be removed from all the projects it's used by. Once that's done close the project manager, open it up again, and the tag should be gone." +msgstr "" + #: ../../docs/:0 msgid "Translation status" msgstr "" diff --git a/sphinx/templates/tutorials/editor/project_settings.pot b/sphinx/templates/tutorials/editor/project_settings.pot index 0a22bba135..00062d02c9 100644 --- a/sphinx/templates/tutorials/editor/project_settings.pot +++ b/sphinx/templates/tutorials/editor/project_settings.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/editor/using_the_android_editor.pot b/sphinx/templates/tutorials/editor/using_the_android_editor.pot index 7a76b4033d..8bc77e62ae 100644 --- a/sphinx/templates/tutorials/editor/using_the_android_editor.pot +++ b/sphinx/templates/tutorials/editor/using_the_android_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Using the Android editor" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:6 -msgid "In 2023, `we added `__ a `Android port of the editor `__ that can be used to work on new or existing projects on Android devices." +msgid "In 2023, `we added `__ an `Android port of the editor `__ that can be used to work on new or existing projects on Android devices." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:12 @@ -93,7 +93,7 @@ msgid "UX not optimized for Android phones form-factor" msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:46 -msgid "`Android Go devices `__ lacks the *All files access* permission required for device read/write access. As a workaround, when using a Android Go device, it's recommended to create new projects only in the Android *Documents* or *Downloads* directories." +msgid "`Android Go devices `__ lacks the *All files access* permission required for device read/write access. As a workaround, when using an Android Go device, it's recommended to create new projects only in the Android *Documents* or *Downloads* directories." msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:49 diff --git a/sphinx/templates/tutorials/editor/using_the_web_editor.pot b/sphinx/templates/tutorials/editor/using_the_web_editor.pot index 82c207806e..b5b88ec145 100644 --- a/sphinx/templates/tutorials/editor/using_the_web_editor.pot +++ b/sphinx/templates/tutorials/editor/using_the_web_editor.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/android_gradle_build.pot b/sphinx/templates/tutorials/export/android_gradle_build.pot index 8dc7a25822..1f33792fca 100644 --- a/sphinx/templates/tutorials/export/android_gradle_build.pot +++ b/sphinx/templates/tutorials/export/android_gradle_build.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot b/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot index 78bec3d607..37fbe0a3fa 100644 --- a/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_android.pot b/sphinx/templates/tutorials/export/exporting_for_android.pot index c06377bcb6..f85a70b5d3 100644 --- a/sphinx/templates/tutorials/export/exporting_for_android.pot +++ b/sphinx/templates/tutorials/export/exporting_for_android.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -49,7 +49,7 @@ msgid "Download and install the Android SDK." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:31 -msgid "You can install the Android SDK using `Android Studio version 4.1 or later `__." +msgid "You can install the Android SDK using `Android Studio Hedgehog (version 2023.1.1) or later `__." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:33 @@ -61,15 +61,15 @@ msgid "Ensure that the `required packages \\.android\\`` directory on Windows)." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:66 -msgid "If you can't find it or need to generate one, the keytool command from the JDK can be used for this purpose::" -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:71 -msgid "This will create a ``debug.keystore`` file in your current directory. You should move it to a memorable location such as ``%USERPROFILE%\\.android\\``, because you will need its location in a later step. For more information on ``keytool`` usage, see `this Q&A article `__." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:75 -msgid "It is important that the password is the same for the keystore and the key. This is a `known Android studio issue `__ that also affects Godot projects." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:80 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:82 +#: ../../docs/tutorials/export/exporting_for_android.rst:61 msgid "Enter the Editor Settings screen. This screen contains the editor settings for the user account in the computer (it's independent of the project)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:88 +#: ../../docs/tutorials/export/exporting_for_android.rst:67 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:92 +#: ../../docs/tutorials/export/exporting_for_android.rst:71 msgid "In that screen, 2 paths need to be set:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:94 -msgid "The ``Android Sdk Path`` should be the location where the Android SDK was installed. - For example ``%LOCALAPPDATA%\\Android\\Sdk\\`` on Windows or ``/Users/$USER/Library/Android/sdk/`` on macOS." +#: ../../docs/tutorials/export/exporting_for_android.rst:73 +msgid "``Java SDK Path`` should be the location where OpenJDK 17 was installed." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:97 -msgid "The debug ``.keystore`` file - It can be found in the folder where you put the ``debug.keystore`` file you created above." +#: ../../docs/tutorials/export/exporting_for_android.rst:75 +msgid "``Android Sdk Path`` should be the location where the Android SDK was installed. - For example ``%LOCALAPPDATA%\\Android\\Sdk\\`` on Windows or ``/Users/$USER/Library/Android/sdk/`` on macOS." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:100 +#: ../../docs/tutorials/export/exporting_for_android.rst:78 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:104 +#: ../../docs/tutorials/export/exporting_for_android.rst:82 msgid "If you get an error saying *\"Could not install to device.\"*, make sure you do not have an application with the same Android package name already installed on the device (but signed with a different key)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:108 +#: ../../docs/tutorials/export/exporting_for_android.rst:86 msgid "If you have an application with the same Android package name but a different signing key already installed on the device, you **must** remove the application in question from the Android device before exporting to Android again." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:114 +#: ../../docs/tutorials/export/exporting_for_android.rst:92 msgid "Providing launcher icons" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:116 +#: ../../docs/tutorials/export/exporting_for_android.rst:94 msgid "Launcher icons are used by Android launcher apps to represent your application to users. Godot only requires high-resolution icons (for ``xxxhdpi`` density screens) and will automatically generate lower-resolution variants." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:118 +#: ../../docs/tutorials/export/exporting_for_android.rst:96 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:120 +#: ../../docs/tutorials/export/exporting_for_android.rst:98 msgid "**Main Icon:** The \"classic\" icon. This will be used on all Android versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:121 +#: ../../docs/tutorials/export/exporting_for_android.rst:99 msgid "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons `_ were introduced. Applications will need to include separate background and foreground icons to have a native look. The user's launcher application will control the icon's animation and masking. Must be at least 432×432 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:123 +#: ../../docs/tutorials/export/exporting_for_android.rst:101 msgid "It's important to adhere to some rules when designing adaptive icons. `Google Design has provided a nice article `_ that helps to understand those rules and some of the capabilities of adaptive icons." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:125 +#: ../../docs/tutorials/export/exporting_for_android.rst:103 msgid "The most important adaptive icon design rule is to have your icon critical elements inside the safe zone: a centered circle with a diameter of 66dp (264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:127 +#: ../../docs/tutorials/export/exporting_for_android.rst:105 msgid "If you don't provide some of the requested icons, Godot will replace them using a fallback chain, trying the next in line when the current one fails:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:129 +#: ../../docs/tutorials/export/exporting_for_android.rst:107 msgid "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:130 +#: ../../docs/tutorials/export/exporting_for_android.rst:108 msgid "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:131 +#: ../../docs/tutorials/export/exporting_for_android.rst:109 msgid "**Adaptive Icon Background:** Provided background icon -> Default Godot background icon." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:133 +#: ../../docs/tutorials/export/exporting_for_android.rst:111 msgid "It's highly recommended to provide all the requested icons with their specified resolutions. This way, your application will look great on all Android devices and versions." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:137 +#: ../../docs/tutorials/export/exporting_for_android.rst:115 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:139 +#: ../../docs/tutorials/export/exporting_for_android.rst:117 msgid "Uploading an APK to Google's Play Store requires you to sign using a non-debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:146 -msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! Use Google's Android Developer guides to learn more about `APK signing `__." +#: ../../docs/tutorials/export/exporting_for_android.rst:124 +msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! It is suggested to use only upper and lowercase letters and numbers. Special characters may cause errors. Use Google's Android Developer guides to learn more about `APK signing `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:149 +#: ../../docs/tutorials/export/exporting_for_android.rst:128 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:153 +#: ../../docs/tutorials/export/exporting_for_android.rst:132 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:154 +#: ../../docs/tutorials/export/exporting_for_android.rst:133 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:155 +#: ../../docs/tutorials/export/exporting_for_android.rst:134 msgid "**Release Password:** Key password. Note that the keystore password and the key password currently have to be the same." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:157 +#: ../../docs/tutorials/export/exporting_for_android.rst:136 msgid "Don't forget to uncheck the **Export With Debug** checkbox while exporting." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:162 +#: ../../docs/tutorials/export/exporting_for_android.rst:141 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:164 +#: ../../docs/tutorials/export/exporting_for_android.rst:143 msgid "By default, the APK will contain native libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. To create a smaller APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android export preset. This will create an APK that only contains a library for a single architecture. Note that applications targeting ARMv7 can also run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:171 +#: ../../docs/tutorials/export/exporting_for_android.rst:150 msgid "Since August 2019, Google Play requires all applications to be available in 64-bit form. This means you cannot upload an APK that contains *just* an ARMv7 library. To solve this, you can upload several APKs to Google Play using its `Multiple APK support `__. Each APK should target a single architecture; creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most devices in use today." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:178 +#: ../../docs/tutorials/export/exporting_for_android.rst:157 msgid "You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more information." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:183 +#: ../../docs/tutorials/export/exporting_for_android.rst:162 msgid "Environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:185 +#: ../../docs/tutorials/export/exporting_for_android.rst:164 msgid "You can use the following environment variables to set export options outside of the editor. During the export process, these override the values that you set in the export menu." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:189 +#: ../../docs/tutorials/export/exporting_for_android.rst:168 msgid "Android export environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:192 +#: ../../docs/tutorials/export/exporting_for_android.rst:171 msgid "Export option" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:193 +#: ../../docs/tutorials/export/exporting_for_android.rst:172 msgid "Environment variable" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:194 +#: ../../docs/tutorials/export/exporting_for_android.rst:173 msgid "Encryption / Encryption Key" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:195 +#: ../../docs/tutorials/export/exporting_for_android.rst:174 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:196 +#: ../../docs/tutorials/export/exporting_for_android.rst:175 msgid "Options / Keystore / Debug" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:197 +#: ../../docs/tutorials/export/exporting_for_android.rst:176 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:198 +#: ../../docs/tutorials/export/exporting_for_android.rst:177 msgid "Options / Keystore / Debug User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:199 +#: ../../docs/tutorials/export/exporting_for_android.rst:178 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:200 +#: ../../docs/tutorials/export/exporting_for_android.rst:179 msgid "Options / Keystore / Debug Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:201 +#: ../../docs/tutorials/export/exporting_for_android.rst:180 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:202 +#: ../../docs/tutorials/export/exporting_for_android.rst:181 msgid "Options / Keystore / Release" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:203 +#: ../../docs/tutorials/export/exporting_for_android.rst:182 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:204 +#: ../../docs/tutorials/export/exporting_for_android.rst:183 msgid "Options / Keystore / Release User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:205 +#: ../../docs/tutorials/export/exporting_for_android.rst:184 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:206 +#: ../../docs/tutorials/export/exporting_for_android.rst:185 msgid "Options / Keystore / Release Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:207 +#: ../../docs/tutorials/export/exporting_for_android.rst:186 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot b/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot index 4ecd697093..91b25ebe26 100644 --- a/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -84,6 +84,7 @@ msgstr "" msgid "To begin doing so, make sure you have a dedicated export preset for your server, then select it, go to its **Resources** tab and change its export mode:" msgstr "" +#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 msgid "Choosing the **Export as dedicated server** export mode in the export preset" msgstr "" @@ -100,6 +101,7 @@ msgstr "" msgid "After selecting this export mode, you will be presented with a list of resources in the project:" msgstr "" +#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 msgid "Choosing resources to keep, keep with stripped visuals or remove" msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_ios.pot b/sphinx/templates/tutorials/export/exporting_for_ios.pot index 575f7ab708..6f58088baa 100644 --- a/sphinx/templates/tutorials/export/exporting_for_ios.pot +++ b/sphinx/templates/tutorials/export/exporting_for_ios.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_linux.pot b/sphinx/templates/tutorials/export/exporting_for_linux.pot index 73c3b4d312..ccfe6b223e 100644 --- a/sphinx/templates/tutorials/export/exporting_for_linux.pot +++ b/sphinx/templates/tutorials/export/exporting_for_linux.pot @@ -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 \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/export/exporting_for_macos.pot b/sphinx/templates/tutorials/export/exporting_for_macos.pot index e3d1a590f0..b37d8b8355 100644 --- a/sphinx/templates/tutorials/export/exporting_for_macos.pot +++ b/sphinx/templates/tutorials/export/exporting_for_macos.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -152,459 +152,459 @@ msgid "Select ``Disabled`` in the ``Notarization > Notarization`` option." msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:85 -msgid "In this case Godot will use a ad-hoc signature, which will make running an exported app easier for the end users, see the :ref:`Running Godot apps on macOS ` page for more information." +msgid "In this case Godot will use an ad-hoc signature, which will make running an exported app easier for the end users, see the :ref:`Running Godot apps on macOS ` page for more information." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:88 +#: ../../docs/tutorials/export/exporting_for_macos.rst:89 msgid "Signing Options" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:91 -#: ../../docs/tutorials/export/exporting_for_macos.rst:111 +#: ../../docs/tutorials/export/exporting_for_macos.rst:92 +#: ../../docs/tutorials/export/exporting_for_macos.rst:112 msgid "Option" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:91 -#: ../../docs/tutorials/export/exporting_for_macos.rst:111 -#: ../../docs/tutorials/export/exporting_for_macos.rst:144 -#: ../../docs/tutorials/export/exporting_for_macos.rst:187 +#: ../../docs/tutorials/export/exporting_for_macos.rst:92 +#: ../../docs/tutorials/export/exporting_for_macos.rst:112 +#: ../../docs/tutorials/export/exporting_for_macos.rst:145 +#: ../../docs/tutorials/export/exporting_for_macos.rst:188 msgid "Description" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:93 +#: ../../docs/tutorials/export/exporting_for_macos.rst:94 msgid "Codesign" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:93 +#: ../../docs/tutorials/export/exporting_for_macos.rst:94 msgid "Tool to use for code signing." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:95 +#: ../../docs/tutorials/export/exporting_for_macos.rst:96 msgid "Identity" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:95 +#: ../../docs/tutorials/export/exporting_for_macos.rst:96 msgid "The \"Full Name\" or \"Common Name\" of the signing identity, store in the macOS keychain. [1]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:97 +#: ../../docs/tutorials/export/exporting_for_macos.rst:98 msgid "Certificate File" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:97 +#: ../../docs/tutorials/export/exporting_for_macos.rst:98 msgid "The PKCS #12 certificate file. [2]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:99 +#: ../../docs/tutorials/export/exporting_for_macos.rst:100 msgid "Certificate Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:99 +#: ../../docs/tutorials/export/exporting_for_macos.rst:100 msgid "Password for the certificate file. [2]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:101 +#: ../../docs/tutorials/export/exporting_for_macos.rst:102 msgid "Custom Options" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:101 +#: ../../docs/tutorials/export/exporting_for_macos.rst:102 msgid "Array of command line arguments passed to the code signing tool." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:104 +#: ../../docs/tutorials/export/exporting_for_macos.rst:105 msgid "This option is visible only when signing with Xcode codesign." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:105 +#: ../../docs/tutorials/export/exporting_for_macos.rst:106 msgid "These options are visible only when signing with PyOxidizer rcodesign." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:108 +#: ../../docs/tutorials/export/exporting_for_macos.rst:109 msgid "Notarization Options" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:113 +#: ../../docs/tutorials/export/exporting_for_macos.rst:114 msgid "Notarization" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:113 +#: ../../docs/tutorials/export/exporting_for_macos.rst:114 msgid "Tool to use for notarization." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:115 +#: ../../docs/tutorials/export/exporting_for_macos.rst:116 msgid "Apple ID Name" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:115 +#: ../../docs/tutorials/export/exporting_for_macos.rst:116 msgid "Apple ID account name (email address). [3]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:117 +#: ../../docs/tutorials/export/exporting_for_macos.rst:118 msgid "Apple ID Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:117 +#: ../../docs/tutorials/export/exporting_for_macos.rst:118 msgid "Apple ID app-specific password. See `Using app-specific passwords `__ to enable two-factor authentication and create app password. [3]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:119 +#: ../../docs/tutorials/export/exporting_for_macos.rst:120 msgid "Apple Team ID" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:119 +#: ../../docs/tutorials/export/exporting_for_macos.rst:120 msgid "Team ID (\"Organization Unit\"), if your Apple ID belongs to multiple teams (optional). [3]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:121 +#: ../../docs/tutorials/export/exporting_for_macos.rst:122 msgid "API UUID" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:121 +#: ../../docs/tutorials/export/exporting_for_macos.rst:122 msgid "Apple `App Store Connect `__ API issuer UUID." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:123 +#: ../../docs/tutorials/export/exporting_for_macos.rst:124 msgid "API Key" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:123 +#: ../../docs/tutorials/export/exporting_for_macos.rst:124 msgid "Apple `App Store Connect `__ API key." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:128 +#: ../../docs/tutorials/export/exporting_for_macos.rst:129 msgid "You should set either Apple ID Name/Password or App Store Connect API UUID/Key." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:130 +#: ../../docs/tutorials/export/exporting_for_macos.rst:131 msgid "These options are visible only when notarizing with Xcode altool." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:132 +#: ../../docs/tutorials/export/exporting_for_macos.rst:133 msgid "See `Notarizing macOS Software Before Distribution `__ for more info." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:135 +#: ../../docs/tutorials/export/exporting_for_macos.rst:136 msgid "Entitlements" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:138 +#: ../../docs/tutorials/export/exporting_for_macos.rst:139 msgid "Hardened Runtime Entitlements" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:140 +#: ../../docs/tutorials/export/exporting_for_macos.rst:141 msgid "Hardened Runtime entitlements manage security options and resource access policy. See `Hardened Runtime `__ for more info." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:144 -#: ../../docs/tutorials/export/exporting_for_macos.rst:187 +#: ../../docs/tutorials/export/exporting_for_macos.rst:145 +#: ../../docs/tutorials/export/exporting_for_macos.rst:188 msgid "Entitlement" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:146 +#: ../../docs/tutorials/export/exporting_for_macos.rst:147 msgid "Allow JIT Code Execution [4]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:146 +#: ../../docs/tutorials/export/exporting_for_macos.rst:147 msgid "Allows creating writable and executable memory for JIT code. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:148 +#: ../../docs/tutorials/export/exporting_for_macos.rst:149 msgid "Allow Unsigned Executable Memory [4]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:148 +#: ../../docs/tutorials/export/exporting_for_macos.rst:149 msgid "Allows creating writable and executable memory without JIT restrictions. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:150 +#: ../../docs/tutorials/export/exporting_for_macos.rst:151 msgid "Allow DYLD Environment Variables [4]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:150 +#: ../../docs/tutorials/export/exporting_for_macos.rst:151 msgid "Allows app to uss dynamic linker environment variables to inject code. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:152 +#: ../../docs/tutorials/export/exporting_for_macos.rst:153 msgid "Disable Library Validation" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:152 +#: ../../docs/tutorials/export/exporting_for_macos.rst:153 msgid "Allows app to load arbitrary libraries and frameworks. Enable it if you are using GDExtension add-ons or ad-hoc signing, or want to support user-provided external add-ons." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:154 +#: ../../docs/tutorials/export/exporting_for_macos.rst:155 msgid "Audio Input" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:154 +#: ../../docs/tutorials/export/exporting_for_macos.rst:155 msgid "Enable if you need to use the microphone or other audio input sources, if it's enabled you should also provide usage message in the `privacy/microphone_usage_description` option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:156 +#: ../../docs/tutorials/export/exporting_for_macos.rst:157 msgid "Camera" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:156 +#: ../../docs/tutorials/export/exporting_for_macos.rst:157 msgid "Enable if you need to use the camera, if it's enabled you should also provide usage message in the `privacy/camera_usage_description` option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:158 +#: ../../docs/tutorials/export/exporting_for_macos.rst:159 msgid "Location" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:158 +#: ../../docs/tutorials/export/exporting_for_macos.rst:159 msgid "Enable if you need to use location information from Location Services, if it's enabled you should also provide usage message in the `privacy/location_usage_description` option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:160 +#: ../../docs/tutorials/export/exporting_for_macos.rst:161 msgid "Address Book" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:160 +#: ../../docs/tutorials/export/exporting_for_macos.rst:161 msgid "[5]_ Enable to allow access contacts in the user's address book, if it's enabled you should also provide usage message in the `privacy/address_book_usage_description` option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:162 +#: ../../docs/tutorials/export/exporting_for_macos.rst:163 msgid "Calendars" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:162 +#: ../../docs/tutorials/export/exporting_for_macos.rst:163 msgid "[5]_ Enable to allow access to the user's calendar, if it's enabled you should also provide usage message in the `privacy/calendar_usage_description` option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:164 +#: ../../docs/tutorials/export/exporting_for_macos.rst:165 msgid "Photo Library" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:164 +#: ../../docs/tutorials/export/exporting_for_macos.rst:165 msgid "[5]_ Enable to allow access to the user's Photos library, if it's enabled you should also provide usage message in the `privacy/photos_library_usage_description` option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:166 +#: ../../docs/tutorials/export/exporting_for_macos.rst:167 msgid "Apple Events" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:166 +#: ../../docs/tutorials/export/exporting_for_macos.rst:167 msgid "[5]_ Enable to allow app to send Apple events to other apps." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:168 +#: ../../docs/tutorials/export/exporting_for_macos.rst:169 msgid "Debugging" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:168 +#: ../../docs/tutorials/export/exporting_for_macos.rst:169 msgid "[6]_ You can temporarily enable this entitlement to use native debugger (GDB, LLDB) with the exported app. This entitlement should be disabled for production export." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:171 +#: ../../docs/tutorials/export/exporting_for_macos.rst:172 msgid "The ``Allow JIT Code Execution``, ``Allow Unsigned Executable Memory`` and ``Allow DYLD Environment Variables`` entitlements are always enabled for the Godot Mono exports, and are not visible in the export options." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:172 +#: ../../docs/tutorials/export/exporting_for_macos.rst:173 msgid "These features aren't supported by Godot out of the box, enable them only if you are using add-ons which require them." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:173 +#: ../../docs/tutorials/export/exporting_for_macos.rst:174 msgid "To notarize an app, you must disable the ``Debugging`` entitlement." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:176 +#: ../../docs/tutorials/export/exporting_for_macos.rst:177 msgid "App Sandbox Entitlement" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:178 +#: ../../docs/tutorials/export/exporting_for_macos.rst:179 msgid "The App Sandbox restricts access to user data, networking and devices. Sandboxed apps can't access most of the file system, can't use custom file dialogs and execute binaries (using ``OS.execute`` and ``OS.create_process``) outside the ``.app`` bundle. See `App Sandbox `__ for more info." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:184 +#: ../../docs/tutorials/export/exporting_for_macos.rst:185 msgid "To distribute an app through the App Store, you must enable the App Sandbox." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:189 +#: ../../docs/tutorials/export/exporting_for_macos.rst:190 msgid "Enabled" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:189 +#: ../../docs/tutorials/export/exporting_for_macos.rst:190 msgid "Enables App Sandbox." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:191 +#: ../../docs/tutorials/export/exporting_for_macos.rst:192 msgid "Network Server" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:191 +#: ../../docs/tutorials/export/exporting_for_macos.rst:192 msgid "Enable to allow app to listen for incoming network connections." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:193 +#: ../../docs/tutorials/export/exporting_for_macos.rst:194 msgid "Network Client" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:193 +#: ../../docs/tutorials/export/exporting_for_macos.rst:194 msgid "Enable to allow app to establish outgoing network connections." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:195 +#: ../../docs/tutorials/export/exporting_for_macos.rst:196 msgid "Device USB" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:195 +#: ../../docs/tutorials/export/exporting_for_macos.rst:196 msgid "Enable to allow app to interact with USB devices. This entitlement is required to use wired controllers." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:197 +#: ../../docs/tutorials/export/exporting_for_macos.rst:198 msgid "Device Bluetooth" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:197 +#: ../../docs/tutorials/export/exporting_for_macos.rst:198 msgid "Enable to allow app to interact with Bluetooth devices. This entitlement is required to use wireless controllers." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:199 +#: ../../docs/tutorials/export/exporting_for_macos.rst:200 msgid "Files Downloads [7]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:199 +#: ../../docs/tutorials/export/exporting_for_macos.rst:200 msgid "Allows read or write access to the user's \"Downloads\" folder." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:201 +#: ../../docs/tutorials/export/exporting_for_macos.rst:202 msgid "Files Pictures [7]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:201 +#: ../../docs/tutorials/export/exporting_for_macos.rst:202 msgid "Allows read or write access to the user's \"Pictures\" folder." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:203 +#: ../../docs/tutorials/export/exporting_for_macos.rst:204 msgid "Files Music [7]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:203 +#: ../../docs/tutorials/export/exporting_for_macos.rst:204 msgid "Allows read or write access to the user's \"Music\" folder." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:205 +#: ../../docs/tutorials/export/exporting_for_macos.rst:206 msgid "Files Movies [7]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:205 +#: ../../docs/tutorials/export/exporting_for_macos.rst:206 msgid "Allows read or write access to the user's \"Movies\" folder." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:207 +#: ../../docs/tutorials/export/exporting_for_macos.rst:208 msgid "Files User Selected [7]_" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:207 +#: ../../docs/tutorials/export/exporting_for_macos.rst:208 msgid "Allows read or write access to arbitrary folder. To gain access, a folder must be selected from the native file dialog by the user." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:209 +#: ../../docs/tutorials/export/exporting_for_macos.rst:210 msgid "Helper Executable" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:209 +#: ../../docs/tutorials/export/exporting_for_macos.rst:210 msgid "List of helper executables to embedded to the app bundle. Sandboxed app are limited to execute only these executable." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:212 +#: ../../docs/tutorials/export/exporting_for_macos.rst:213 msgid "You can optionally provide usage messages for various folders in the `privacy/*_folder_usage_description` options." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:216 +#: ../../docs/tutorials/export/exporting_for_macos.rst:217 msgid "You can override default entitlements by selecting custom entitlements file, in this case all other entitlement are ignored." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:219 +#: ../../docs/tutorials/export/exporting_for_macos.rst:220 msgid "Environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:221 +#: ../../docs/tutorials/export/exporting_for_macos.rst:222 msgid "You can use the following environment variables to set export options outside of the editor. During the export process, these override the values that you set in the export menu." msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:225 +#: ../../docs/tutorials/export/exporting_for_macos.rst:226 msgid "macOS export environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:228 +#: ../../docs/tutorials/export/exporting_for_macos.rst:229 msgid "Export option" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:229 +#: ../../docs/tutorials/export/exporting_for_macos.rst:230 msgid "Environment variable" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:230 +#: ../../docs/tutorials/export/exporting_for_macos.rst:231 msgid "Encryption / Encryption Key" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:231 +#: ../../docs/tutorials/export/exporting_for_macos.rst:232 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:232 +#: ../../docs/tutorials/export/exporting_for_macos.rst:233 msgid "Options / Codesign / Certificate File" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:233 +#: ../../docs/tutorials/export/exporting_for_macos.rst:234 msgid "``GODOT_MACOS_CODESIGN_CERTIFICATE_FILE``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:234 +#: ../../docs/tutorials/export/exporting_for_macos.rst:235 msgid "Options / Codesign / Certificate Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:235 +#: ../../docs/tutorials/export/exporting_for_macos.rst:236 msgid "``GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:236 +#: ../../docs/tutorials/export/exporting_for_macos.rst:237 msgid "Options / Codesign / Provisioning Profile" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:237 +#: ../../docs/tutorials/export/exporting_for_macos.rst:238 msgid "``GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:238 +#: ../../docs/tutorials/export/exporting_for_macos.rst:239 msgid "Options / Notarization / API UUID" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:239 +#: ../../docs/tutorials/export/exporting_for_macos.rst:240 msgid "``GODOT_MACOS_NOTARIZATION_API_UUID``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:240 +#: ../../docs/tutorials/export/exporting_for_macos.rst:241 msgid "Options / Notarization / API Key" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:241 +#: ../../docs/tutorials/export/exporting_for_macos.rst:242 msgid "``GODOT_MACOS_NOTARIZATION_API_KEY``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:242 +#: ../../docs/tutorials/export/exporting_for_macos.rst:243 msgid "Options / Notarization / API Key ID" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:243 +#: ../../docs/tutorials/export/exporting_for_macos.rst:244 msgid "``GODOT_MACOS_NOTARIZATION_API_KEY_ID``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:244 +#: ../../docs/tutorials/export/exporting_for_macos.rst:245 msgid "Options / Notarization / Apple ID Name" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:245 +#: ../../docs/tutorials/export/exporting_for_macos.rst:246 msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:246 +#: ../../docs/tutorials/export/exporting_for_macos.rst:247 msgid "Options / Notarization / Apple ID Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_macos.rst:247 +#: ../../docs/tutorials/export/exporting_for_macos.rst:248 msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_web.pot b/sphinx/templates/tutorials/export/exporting_for_web.pot index 258c4b8ada..8b88677a73 100644 --- a/sphinx/templates/tutorials/export/exporting_for_web.pot +++ b/sphinx/templates/tutorials/export/exporting_for_web.pot @@ -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 \n" "Language-Team: LANGUAGE \n" @@ -65,299 +65,267 @@ msgid "If a runnable web export template is available, a button appears between msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:60 +msgid "If your project uses GDExtension **Extension Support** needs to be enabled." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:62 msgid "If you plan to use :ref:`VRAM compression ` make sure that **Vram Texture Compression** is enabled for the targeted platforms (enabling both **For Desktop** and **For Mobile** will result in a bigger, but more compatible export)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:65 +#: ../../docs/tutorials/export/exporting_for_web.rst:67 msgid "If a path to a **Custom HTML shell** file is given, it will be used instead of the default HTML page. See :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:68 +#: ../../docs/tutorials/export/exporting_for_web.rst:70 msgid "**Head Include** is appended into the ```` element of the generated HTML page. This allows to, for example, load webfonts and third-party JavaScript APIs, include CSS, or run JavaScript code." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:72 +#: ../../docs/tutorials/export/exporting_for_web.rst:74 msgid "Each project must generate their own HTML file. On export, several text placeholders are replaced in the generated HTML file specifically for the given export options. Any direct modifications to that HTML file will be lost in future exports. To customize the generated file, use the **Custom HTML shell** option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:80 +#: ../../docs/tutorials/export/exporting_for_web.rst:82 msgid "Limitations" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:82 +#: ../../docs/tutorials/export/exporting_for_web.rst:84 msgid "For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:88 +#: ../../docs/tutorials/export/exporting_for_web.rst:90 msgid "Browser vendors are making more and more functionalities only available in `secure contexts `_, this means that such features are only be available if the web page is served via a secure HTTPS connection (localhost is usually exempt from such requirement)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:95 +#: ../../docs/tutorials/export/exporting_for_web.rst:97 msgid "Using cookies for data persistence" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:97 +#: ../../docs/tutorials/export/exporting_for_web.rst:99 msgid "Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:102 +#: ../../docs/tutorials/export/exporting_for_web.rst:104 msgid "The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:107 +#: ../../docs/tutorials/export/exporting_for_web.rst:109 msgid "Background processing" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:109 +#: ../../docs/tutorials/export/exporting_for_web.rst:111 msgid "The project will be paused by the browser when the tab is no longer the active tab in the user's browser. This means functions such as ``_process()`` and ``_physics_process()`` will no longer run until the tab is made active again by the user (by switching back to the tab). This can cause networked games to disconnect if the user switches tabs for a long duration." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:115 +#: ../../docs/tutorials/export/exporting_for_web.rst:117 msgid "This limitation does not apply to unfocused browser *windows*. Therefore, on the user's side, this can be worked around by running the project in a separate *window* instead of a separate tab." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:120 +#: ../../docs/tutorials/export/exporting_for_web.rst:122 msgid "Full screen and mouse capture" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:122 +#: ../../docs/tutorials/export/exporting_for_web.rst:124 msgid "Browsers do not allow arbitrarily **entering full screen**. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as ``_input`` or ``_unhandled_input``. Querying the :ref:`class_Input` singleton is not sufficient, the relevant input event must currently be active." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:129 +#: ../../docs/tutorials/export/exporting_for_web.rst:131 msgid "For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires :ref:`customization of the HTML page `." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:134 +#: ../../docs/tutorials/export/exporting_for_web.rst:136 msgid "Audio" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:136 +#: ../../docs/tutorials/export/exporting_for_web.rst:138 msgid "Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the player to click, tap or press a key/button to enable audio, for instance when displaying a splash screen at the start of your game." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:139 +#: ../../docs/tutorials/export/exporting_for_web.rst:141 msgid "Google offers additional information about their `Web Audio autoplay policies `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:142 +#: ../../docs/tutorials/export/exporting_for_web.rst:144 msgid "Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:145 +#: ../../docs/tutorials/export/exporting_for_web.rst:147 msgid "Access to microphone requires a :ref:`secure context `." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:149 +#: ../../docs/tutorials/export/exporting_for_web.rst:151 msgid "Networking" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:151 +#: ../../docs/tutorials/export/exporting_for_web.rst:153 msgid "Low level networking is not implemented due to lacking support in browsers." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:153 +#: ../../docs/tutorials/export/exporting_for_web.rst:155 msgid "Currently, only :ref:`HTTP client `, :ref:`HTTP requests `, :ref:`WebSocket (client) ` and :ref:`WebRTC ` are supported." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:158 +#: ../../docs/tutorials/export/exporting_for_web.rst:160 msgid "The HTTP classes also have several restrictions on the HTML5 platform:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:160 +#: ../../docs/tutorials/export/exporting_for_web.rst:162 msgid "Accessing or changing the ``StreamPeer`` is not possible" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:161 +#: ../../docs/tutorials/export/exporting_for_web.rst:163 msgid "Threaded/Blocking mode is not available" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:162 +#: ../../docs/tutorials/export/exporting_for_web.rst:164 msgid "Cannot progress more than once per frame, so polling in a loop will freeze" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:163 +#: ../../docs/tutorials/export/exporting_for_web.rst:165 msgid "No chunked responses" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:164 +#: ../../docs/tutorials/export/exporting_for_web.rst:166 msgid "Host verification cannot be disabled" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:165 +#: ../../docs/tutorials/export/exporting_for_web.rst:167 msgid "Subject to `same-origin policy `__" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:168 +#: ../../docs/tutorials/export/exporting_for_web.rst:170 msgid "Clipboard" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:170 +#: ../../docs/tutorials/export/exporting_for_web.rst:172 msgid "Clipboard synchronization between engine and the operating system requires a browser supporting the `Clipboard API `__, additionally, due to the API asynchronous nature might not be reliable when accessed from GDScript." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:175 -#: ../../docs/tutorials/export/exporting_for_web.rst:186 +#: ../../docs/tutorials/export/exporting_for_web.rst:177 +#: ../../docs/tutorials/export/exporting_for_web.rst:188 msgid "Requires a :ref:`secure context `." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:178 +#: ../../docs/tutorials/export/exporting_for_web.rst:180 msgid "Gamepads" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:180 +#: ../../docs/tutorials/export/exporting_for_web.rst:182 msgid "Gamepads will not be detected until one of their button is pressed. Gamepads might have the wrong mapping depending on the browser/OS/gamepad combination, sadly the `Gamepad API `__ does not provide a reliable way to detect the gamepad information necessary to remap them based on model/vendor/OS due to privacy considerations." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:189 +#: ../../docs/tutorials/export/exporting_for_web.rst:191 msgid "Boot splash is not displayed" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:191 +#: ../../docs/tutorials/export/exporting_for_web.rst:193 msgid "The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so :ref:`custom HTML pages ` can display it." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:198 +#: ../../docs/tutorials/export/exporting_for_web.rst:200 msgid "Serving the files" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:200 +#: ../../docs/tutorials/export/exporting_for_web.rst:202 msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:206 +#: ../../docs/tutorials/export/exporting_for_web.rst:208 msgid "To ensure low audio latency and the ability to use :ref:`class_Thread` in web exports, Godot 4 web exports always use `SharedArrayBuffer `__. This requires a :ref:`secure context `, while also requiring the following CORS headers to be set when serving the files:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:217 +#: ../../docs/tutorials/export/exporting_for_web.rst:219 msgid "If you don't control the web server or are unable to add response headers, use `coi-serviceworker `__ as a workaround." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:221 +#: ../../docs/tutorials/export/exporting_for_web.rst:223 msgid "If the client doesn't receive the required response headers, **the project will not run**." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:224 +#: ../../docs/tutorials/export/exporting_for_web.rst:226 msgid "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time. Its name is never depended on by default." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:228 +#: ../../docs/tutorials/export/exporting_for_web.rst:230 msgid "The HTML page draws the game at maximum size within the browser window. This way, it can be inserted into an ``